Online timer for 103 minutes
Staying alongside the mob as you move sheep through a Canterbury station means watching gates, stragglers and changing pace throughout the 103 minutes. The countdown gives this long yard movement a clear boundary while your attention remains on the animals and the people handling each section. If the mob slows near a gateway, the remaining time shows whether the planned finish is still realistic.
Moving sheep across several yards may suit consecutive countdowns, with each one covering a separate stage such as leaving the paddock, passing through the race and reaching the final holding area. Starting the next period when the mob clears a checkpoint keeps the timing connected to what is actually happening. A delayed stage does not blur the record of the stages that followed smoothly.
Remaining close to the mob also lets you respond as Canterbury heat changes the work. On a hot afternoon, sheep may bunch, pause in shade or move less freely, so extra time may be needed without pressing them. Water access, quieter handling and shorter pauses between yard sections can shape whether the mob finishes within the planned window.
Common questions
What could make moving sheep through a Canterbury station take longer than the set countdown?
Heat, bunching at gates and a reluctant lead group can slow the mob. A clear race and steady movement between yard sections may shorten the job.
What if the sheep reach the final holding area before or after the planned window?
If they arrive early, stop the current countdown and note which stage moved faster. If they arrive late, let the timing run on so the overrun reflects the conditions rather than rushing the remaining sheep.