The object of Ranch Sorting: The basic concept of Ranch Sorting is that there are ten numbered cattle, 0-9 and two unnumbered cattle for a total of 12 head at the beginning of a run behind a foul line in the arena with two people mounted on the other side of the foul line.
Sorting Pens: Ranch Sorting will take place between two pens of approximately equal size with the Event Producers option of working cattle back and forth or only one way.
Settling each herd: if cattle are to be worked back and forth then they need to be moved to the opposite pen and back before each new herd entering the arena is worked.
Readable numbers: All cattle will have readable back numbers.
Recommended Pen Sizes: Recommended sorting area to be 50-60' in diameter with no 90 degree corners, i.e. 60' round pen or octagonal "stop sign" design.
Gate Opening: The start of the foul line will be recommended as a 12' opening between the two pens.
Time Limits: There will be a 90 second clock for all classes.
The offical clock will be the announcer/timer. The offical time of each run is determined by the amount of time used until all cattle are sorted or the time limit has expired.
Stopping Time: Time will continue until all cattle are sorted in the correct order of the time limit is reached, either of which becomes the offical time for that team.
Split Time: The offical clock for sorting is the Split Timer. A Split Timer is to be used in all sorting classes to designate the placing of the class. Split times are cumulative in multiple go round events, as well as the number of cattle sorted. Teams that sort 10 head in one or more go rounds will place higher than the teams with equal number of cattle and go rounds but who did not sort 10 head in any single go round.
Bunching Cattle: All cattle will be bunched on the cattle side of the gate within the designated area before the time begins.
Starting the Run: The timer will raise the flag to signal when the arena is ready. The flag will drop when the nose of the first horse crosses the start/foul line and the announcer will provide the number to be sorted first. The riders will be given their number instantly. Any delay in crossing the foul line may result in a "no-time" for the team.
Order of Sorting: The cows are sorted in order; if any part of a numbered cow crosses the start/foul line prior to its correct order, then the team receives a no time. If any part of a sorted cow re-crosses the start/foul line the team will be disqualified. If any part of any numbered cow crosses the foul line before the tenth cow is cleanly sorted, it will result in a no-time.
Random Start Number: The order of sorting is determined bt the picking of a random number by the announcer/timer and then that cow must be sorted first; for instance, if 5 is drawn as the first number, then the 6 cow must be sorted, 7, 8, 9, 0, 1 and so on.
Cow Considered Sorted: A cow is considered sorted when the entire cow is completely across the start/foul line.
Cow Leaving the arena: If there is a malfunction of the sorting pen, or a numbered cow jumps any fence and either leaves the arena, or ends up in the opposite pen, but did not pass through the gate, it will result in a re-ride for that team.
Entry Limit Per Class: A rider can ride up to three horses per class. Each horse/rider combination will be entered in to the random draw to form teams.
Number of Go-Rounds: Each class will have two go-rounds. The top five teams with the fastest aggregate time (total of both runs) will return for a final go. The final go round times decide the top five placings. Aggregate teams from the first two go rounds are not carried to the finals. The finals are "clean slate"
Calculating Placing by Clean Sorts: Teams that sort all ten head in the allotted time will beat teams that did not sort all ten head in the allotted time. Example: if a team uses 90 seconds to sort ten head and another team uses all 90 seconds but only sorts eight head, then the team sorting all ten head wins.