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.