Branding
3.1 Two
teams will compete simultaneously in each round of Branding, roping from the
same
herd.
3.2 Each
team has a ropers, a brander, and two flankers. Teams will not be
responsible
for holding the herd while they are competing. Ropers may not come down from
their
horse and assist with flanking or branding. Only one team member may work as the
brander.
3.3 Each
team will have up to two minutes to brand two calves. Time starts when the
starting
flag
is dropped. Ropers may not rope calves outside the line; roping beyond the line
will result
in
a no time. Ropers must take turns dragging calves; any team that fails to have
their two
ropers
alternate will receive a no time. The second roper may cross the line only after
the rope
has
been removed from the first calf.
3.4 Once
the calf has been dragged across the line, the brand may be applied to the ribs
on
either
side. After the brand has been applied, the official time will be calculated at
the instant
the
iron is returned to the bucket. A calf may not be re-roped unless it has
returned to the
herd.
3.5 Participant’s
horse may not break a trot when dragging a calf out to be branded. Ropers
may
not intentionally interfere with the ability of the other team's roper to
compete. Ropers
that
ride aggressively in a way that results in scattering the herd can either be
penalized 20
seconds
or disqualified, per the discretion of the judge.
3.6 The
purpose is to brand two calves in the fastest time. Teams will be ranked by the
number
of calves branded and total time. Any team that does not brand at least one calf
within
the time limit will receive a no time and no points. Teams that successfully
brand both
calves
within the time limit will be ranked in order of fastest times. Teams that brand
only
one
calf will be ranked after them in order of fastest time for one calf.
Muggin’
4.1 Cowboys
approach the start line where a herd of numbered yearlings are held. One team
member
is assigned the task of roping, the rest are responsible for mugging, tying, and
holding
the herd. This event has a 3-minute time limit.
4.2 After
riders have reached the start line, the starting flag will be dropped and a
pre-drawn
number
will be called. The assigned calf must be cut from the herd and driven across
the start
line.
The calf must then be roped (must pass over the head/“look through the
loop”, limit of
two
thrown loops), mugged to the ground, and three legs must be securely tied. Time
stops
when
the team has finished tying the three legs and is no longer touching the calf.
The tie
must
then stay tied for 6 seconds, or the team will receive a no-time.
4.3 Teams
are ranked by best time. Time starts when the starting flag drops and the number
is
called. If the herd breaks and any cow other than the assigned numbered cow
crosses the
line,
the team will receive a no time and no points.
4.4 Only
the designated roper may cross the line and enter the herd. The designated roper
must
not enter the herd in a way that results in scattering the herd. If the herd is
scattered,
the
team can either be penalized 20 seconds or disqualified, per the discretion of
the judge.
4.5 Any
animal that takes to the ground upon being roped must be given the opportunity
to
stand
up before being tied for the run to qualify as a result.
4.6 Roper
may dismount their horse, but the rope must come down with them. Horses are
allowed
to cross back over the line and/or move anywhere in the arena once the mugging
has
begun.
4.7 Once
the team has stepped back, raised their hands, and called for a time, no team
member
may touch the cow until the judge gives a signal for a no-time or a successful
run.
Any
team that interferes with the cow during the 6 second timing may receive a no
time at the
discretion
of the judges.
4.8 Teams
may have a second potential roper. If the team member that enters the herd
throws
and misses a loop, a different team member may throw the second loop. The second
potential
roper may not have roped in any previous event. If either the first or second
roper
throws
a loop, he/she may not rope again in a later event.
4.9 Once
time starts, the calf must not cross back over the designated starting line. If
any part
of
the calf crosses the line at any time, the team will receive a no time and no
points.
Sorting
5.1 Cowboys
approach the start line where a herd of numbered yearlings are held. One team
member
will be assigned the task of sorting. As the team approaches the line, the event
personnel
holding the herd will leave the area. When the team is in place and the starting
flag
is
dropped, a pre-drawn number will be called.
5.2 The
designated cutter must cut three head (the called number and the two numbers
following)
from the herd and have them cross the line in numerical order. In the process of
cutting
the three head, if the herd is scattered, the team can either be penalized 20
seconds or
disqualified,
per the discretion of the judge. Team members must stay out of the herd but may
cross
the line to assist; they cannot be involved in the actual cutting. This event
has a 3-
minute
time limit.
5.3 Teams
are ranked by the number of yearlings sorted and best time. Teams that do not
sort
at least two yearlings will receive a no time and no points. Teams that
successfully sort
three
yearlings within the time limit will be ranked in order of fastest time; any
teams that
sort
only two will be ranked after them in order of fastest time for their two
yearlings.
5.4 Time
starts when the flag drops and stops when the last of the three yearlings
crosses the
line
completely (tail across the line) in a clean cut. Allowing any yearling to cross
the line out
of
order or allowing any sorted yearling back across the start line will result in
a no time and
no
points.
5.5 Yearlings
must cross the line in a clean cut - one at a time, with air space between the
first
yearling’s
tail and the head of the next yearling, and may not be rushed over shoulder-to
shoulder
or
overlapping. Failure to sort yearlings in a clean cut will result in no time and
no
points.
5.6 A
yearling that steps on or over the line will only be considered to have crossed
if the
yearling’s
tail goes past the line. This applies to both the yearlings assigned for sorting
and the
remaining
yearlings that could cause a no time.
Wild Cow Milking
***NOTE*** Wild Cow Milking rules and contest
structure are intended to minimize the impact on the cattle
and keep the competition fair and consistent for all
teams.
6.1 One
team member will be designated as the roper and will be on horseback. The other
three
team members are either on foot, on horseback (carrying no ropes) and/or some
combination
of horseback and on foot. The roper stays behind a start line until the flagman
signals
that the cow has cleared the starting gate. The designated roper must rope the
cow
with
only two thrown loops allowed, the rest of the team must grab, hold, and milk
the cow.
The
bottle is provided by the event coordinator. Horses are free to move around the
arena.
6.2 Once
the cow has been milked, one of the team members on foot must run the bottle and
the
rope over to the judge in a designated area. This event has a 2-minute time
limit.
6.3 Any
cow that takes to the ground upon being roped must be given the opportunity to
stand
up before being milked for the run to qualify as a result.
6.4 Teams
are ranked by best time. Time starts when the flagman gives the starting signal
and
stops when the runner enters the judge’s designated circle with both bottle
and rope in
hand.
6.5 The
cow may not be milked by any team member until the rope is “in the dirt.” No
appearance
to milk can begin before the rope is in the dirt. The appearance of milking
while
the
rope has not been completely released will result in a time penalty or a no time
per the
judge’s
discretion. Once milking has started, any team member may finish the job. If a
cow
gets
loose, the roper can remount and the rope can be handed back to the roper to
regain
control,
but no attempt to milk is allowed while this is taking place.
6.6 The
judge, not the contestant, will pour out the milk. If the milk will not pour
out, the
team
will receive a no time and no points. Only a single drop is necessary to qualify
for a
score,
and judges will provide adequate time for the milk to pour.
Trailer Loading:
The trailer
loading event will require participation of all four team members. Two mounted
riders will enter the herd. Mounted riders may rope steer anywhere in the arena
area, as long as the rest of the herd is not excessively disrupted. The two
mounted riders will rope a number designated steer, and load it into the
trailer. The two ground team members will be in the truck until the mounted
ropers get the steer within 50 feet of the trailer. At this point, the two
ground crew can leave the truck, open the trailer and assist the two mounted
riders, in whatever way possible, to load the steer into the trailer. Time will
end when the steer is secured in the front cut, with all ropes off, and both
horses are in the trailer, and all four team members are in the truck and have
closed the doors, and blown the horn. Time will not stop until horn is blown.
Notes: 1.
Excessive disruption of the herd will lead to disqualification (entering
the herd at lope or run).
2. The number
designated steer will be given to the team at the start line.
3. This event
will have a three minute time limit.
4. Either
mounted team members may rope the steer.