Set the timer to 106 minutes

00:00:00

Online timer for 106 minutes

Staying with the mob as you move sheep through a Canterbury station means watching gates, dogs, and any animals falling behind while 106 minutes runs down. The period gives the job a clear boundary without pulling your attention away from the yards. A quick glance at the screen can show how much time remains while you stay close enough to respond when the mob bunches at a race or hesitates near a gateway.

Remaining alongside the sheep also makes it sensible to leave the countdown open on the phone. Closing its tab or browser may interrupt it or prevent the ending signal from playing, depending on the device and browser settings. Locking the screen may have a similar effect. If the phone must go into a pocket, keeping the page open and checking it during a quiet moment reduces the chance of losing track midway across the station.

Walking near the mob can put barking dogs, calling workers, rattling gates, wind, and sheep between you and the ending sound. Keep the phone secure but close enough to hear, with its volume set above the surrounding noise before movement begins. A vibration alert may provide another noticeable cue, although thick clothing or a phone carried in a vehicle could make it easy to miss.

Common questions

What could make moving the sheep across the Canterbury station take longer than the allotted time?

A large mob, reluctant sheep, muddy ground, a closed gate, or a strong Canterbury southerly can slow progress. If time expires while animals are still moving, note the overrun and keep handling the mob steadily rather than rushing the final section.

What if the sheep reach the station yards before the allotted time ends?

Secure the gate, check that no animals have been left behind, and stop the countdown once the movement is complete. The unused time can indicate how much margin similar station work may need under comparable conditions.