Red Bluff, California |
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RULES The
same three horses must be used for all events. A person may only enter
one time. Each team member must participate in a single man event.
A 10 point system will be used, 10 pts for first, 9 pts for
second, etc. through 10th place. Fifteen bonus points will be
awarded to a team that has a qualified score in all seven events in the
long go. There will be no Tie-downs or Mechanical Hackamore Bits allowed
in the arena. If there is a Hackamore Bit or Tie down being used, The
Team which that person belongs to will be disqualified. Solid Jawed Bit,
Snaffle Bit, Loose Jawed Snaffle, or Hackamore can only be used. No
Training on horses while in the arena. All Saddle horns must be slick (
Latigo leather or mule hide only) for all events. No rubber or
rope. Any unnecessary roughness, or abuse of any animal in any
event will result in elimination of the team in that event. The
judges decision is final. No Exceptions. Ranch
Hand Bronc Riding “Ride
any way you can, Wildest ride wins.” A standard working saddle must be
used; NO PRCA rigging is allowed. A regular bucking horse leather halter
must be used; no Hackamore, no night latches, and no ropes can be tied
to the saddle. Horses will be flanked. Horses will come out of a bucking
chute and will be a judged event on an Eight second ride. There will be
no rerides. If the horse falls or is fowled the rider will be judged to
that point. Only one bronc rein may be used and held onto with one hand. Ranch
Doctoring Ranch doctoring is a three man event. The arena will have two barrels at about 1/3 of the arena. Riders will cut ONE of the designated numbered cattle out of the herd. Designated cow may only be cut from the herd an removed between two barrels. Only one person in the herd at a time. Header cannot throw loop until cow has passed though the barrels. Designated cow may not return to the herd once brought through the barrels, if the cow returns past the barrels you get no time. Legal head catches only ( neck or neck and one front foot, figure eight is OK on one, not two front feet). Illegal head catch may not be dallied. The designated cow can be heeled in far 2/3 of the arena. The vet leaves his horse after header and heeler face and sets the ropes (both front and hind feet) and places a mark on the cow between its eyes. If the cow is jerked down it must be day lighted. The time starts when the first rider passes the designated starting line. No more than 3 loops can be used, one loop per rider. The vet will raise both hands to signal end of time. You can and will be flagged out for any unnecessary roughness. Calf
Branding Each
team will be required to brand 3 calves. Time starts when team is ready,
there will be a 5 minute time limit. One team member will work on the
ground to set ropes on both front and hind feet before branding. The
other two members will head and heel the animal. Each roper will head
and heel a calf and work the ground. Head catches must be head or head
with one front leg. After each calf is branded , the team members will
change places. Ropers may not break from a trot until calf is headed.
Calf must be headed before heeler can make his catch. The heeler may
catch one or both hind feet. The ground man may assist in removing
illegal catches or dropped ropes but must return to the designated area
before another loop is thrown. As soon as calf is headed and heeled,
ground man may leave designated area, throw calf, place head rope on
both front feet and , if necessary, place heel rope on both hind feet,
while working on calf, iron must be in the bucket. When calf is
stretched by all four feet, branding iron may leave designated area. All
four feet must remain in the stretched ropes while brand is placed on
calf. Ground man must
return to the designated area after each calf is “branded” .
Location of brand must be on the left rib, properly placed.
On the last calf, after the brand is placed, the ground man
returns to the designated area and puts the Iron in the bucket for time.
Any cattle called fro are yours. If any roper falls from his horse,
ground man can only grab rope to avoid accident. Calf then has to
released, and if roper is able to remount with no equipment failures
then he can re-rope his designated end and team run can be completed. No
one except team members, judges and/or JPRR officials will be allowed in
arena. Arena director and judges have the final say on any disputes. A
30 second penalty will be assessed for each infraction of the above
rules Ranch
Horse Class One
animal will be turned into the arena, you will have 15 seconds to accept
the first cow, if you call for second cow you must work the second cow.
Horse and rider must box the cow at the same end of arena to show
horse’s cow sense. Contestant will then allow cow to run at least 2/3
length of arena, either side of arena is OK. Make one good turn each way
on the fence. Rider will drive animal to put in the pen. Rope can be
taken down and loop built anytime after second turn on the fence and
rider has declared himself to be pushing the cow towards the pen. After
releasing cow from the pen rider will rope animal around the neck or
neck with one front foot, dally and stop cow and have cow face up, only
two loops can be thrown. The rider with rope still on, returns the
animal to the catch pen. There will be a 2 ½ minute time limit. The
time will stop when the cow is roped and faced up. Judges will score
between 60-80 points. Hackamore or ring snaffles can use two hands, all
others must use one hand on the reins. If both loops are missed, there
will be a 5 point penalty from the score. A 120 score will have no bonus
points for the team. Dally
Calf Roping One
calf will be called for with the rider at the opposite end of the arena.
Rider must catch calf (catch as catch can) dally and throw calf, tie the
calf down with three legs, mark head with chalk and declare time with
arms raised. Calf will be held in the bottom 1/3 off the arena, time
starts after rider passes designated line. Calf must be day lighted
before being tied. Calf must stay tied six seconds after rope is loose.
No tripping or choking calf down. Only Two loops can be thrown.
There will be a 1/1/2 minute time limit. Ranch
Sorting A
three man team will sort cattle out of a designated group of cattle.
There will be 7 different color groups of 7 head each. One rider in the
herd at a time. The team must take their color of cattle out of the herd
between two barrels. Any cattle not going between the barrels stops your
time. Any wrong colored cattle crossing the line of two barrels stops
the teams time. The most cattle out in the fastest time wins. There will
be a 3 minute time limit. Herd
Counting A
3 man team will enter arena and face away from a group of cattle being
let into the arena at the opposite end. The team shall go to the group
of cattle, count them through two barrels in the arena and time will
stop when designated head counter tells flagger their number. Any wrong
number results in a no time. Fastest time wins, correct number will be
announced after each run. Finals The
top six teams will return to the finals with a clean score. The points
for the finals will be as follows: first= ten points, second= eight
points, third= six points, fourth= four points, fifth= two points,
sixth= one point, and a zero for a no score. There will be no bonus
points in the finals. Six
teams will return Saturday night to perform all events. Any ties in the
finals will be broke by the highest preliminary score in the long go.
The long go will pay $ 600 per team to first, and $300 per team for
second. If
one team has to forfeit for injury or otherwise, no other team will be
added to the finals. No substitutions are allowed after one event has
gone by. |
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| For more information, contact us here: martinez@shasta.com |