Description of Track Events

Rules in effect for Washington Blvd.

Rules May be Modified by the Chief Referee

 

 

200-Meter Sprint. A three-up event, usually feeding into semi-finals and finals. Riders ride slowly around the track, paced by the starter, drawing completely even with one another at the 200-meter mark. A fair start is signaled by the starter's whistle.

 

Australian Pursuit. Usually held as "grudge" race. Two riders face off on opposite sides of the track and ride until one catches the other, for as long as it takes.

 

Chariot Race. A one- or two-lap mass-start sprint.

 

Danish Sprint (Win and Out) . For groups of five or more, and for as many laps as there are places, or maybe a few more. The first rider across the line on the first lap "wins" and is out, and so on, for each lap, down to the last counting place.

 

Handicap.  Riders are divided into two or three groups, as determined by a previous timed event (usually, the two-lap pursuit). The interval is ten, twenty, or thirty seconds, and the distance is usually 4-10 laps.

 

Handicap Pursuit. Usually 4 laps (2 miles). Handicaps are determined by some previous timed event run on the same evening, like the two-lap handicap, with time differentials multiplied times two. Riders are held on the line. Each rider has a predetermined start time, down to the second. Riders watch the clock and self-start as their time comes up. Pacing is allowed. First rider across the line after 4 laps wins.

 

 

 

Keirin.  Riders draw lots for positions behind a motor (or, possibly, a tandem), up to 9 riders in a line, but usually 5-7. The motor starts off slowly, at about 20 mph and gradually increases its speed to about 25 mph on the second lap.. On the last lap of three, the moter speeds up and drops the riders with about 500-600 meters to go, exiting the track either to the right or via the apron. As soon as that happens, the sprint is on.

 

Madison (Team Race). A two-person tag-team event, for 10 laps or more, with sprints every 5 laps, 3 places each sprint (3-2-1), double points on last lap. Teams should wear similar and distinctive jerseys. Everyone starts out together on the first, neutral lap. Pick-ups begin whenever a team thinks itŐs necessary, anywhere on the track. Tags can be made in any safe way: hand-slings, seat-slings, or body-tags. In an emergency, a pick-up can be wireless: one rider draws completely even with the other. Exchanges can take place anywhere and at any time except in the last 200 meters of a sprint. Be liberal about informing other riders you are overtaking them by saying 'on your right,' 'on your left'.

 

Match Sprint. From 2 to 5 riders in a heat, boiling down to X riders in the final. Usually a repechage. One or two laps. Lots of ways of running this event.

 

Miss-and-Out. Each lap the last person across the line, as determined by the back of the rear tire, is eliminated, down to the last two riders, who then have a free lap and sprint on the following lap.

 

Olympic Sprint (Team Sprint). Three (or maybe four or five) riders, for an equal number of laps. The rider on the front rides one lap, and then retires, down to one rider remaining, who finishes for the team.

 

Point-a-Lap. A sprint each lap, sometimes with obligatory slow-down after each sprint. Or there can be sprints every two laps. With obligatory slow-downs, the referee can postpone a sprint if the group is not sufficiently together. One point only is awarded to the first rider across the line each lap. Position on the last sprint decides any ties.

 

Points Race. A mass start event with a number of intermediate sprints for points, usually every 5 laps, cumulative points winning.  Usually, double points on the last lap. 

 

Pursuit. In individual pursuit, usually four laps, riders ride for time, but often with an opposing  rider across the track starting at the same time. The rider finishing first wins or proceeds to the next heat. Team pursuit (usually four-rider teams, with the third rider counting) follows the same idea; see below.

 

Rabbit. The rabbit is usually chosen on the basis of a preceding fastest time. The rabbit rider gets a 20 second head start over the rest of the field, which has 4 laps to catch the rabbit. As many as five places, but the rabbit, if uncaught, can take all, or get double points.

 

Scratch Race. A mass start race for a certain number of laps, possibly with intermediate prime sprints.

 

Side-by-side Pursuit. A 2- or 4-lap race, either for time or feeding into a semifinal and final. Two riders line up on the start-finish line, one next to the inside line, the other at the center stripe. Riders keep to their respective lanes for an entire lap, and then change lanes for the next lap (within 10 meters either side of the start-finish line). The rider ahead at the start-finish line has right of way. In a tie, the outside rider has right of way. This event can also be done with two-person teams.

 

Snow-Ball. Like Point-a-Lap, but points are incremented by one each lap. Position on the last sprint decides any ties.

 

Team Pursuit. Anywhere from 2 to 4 riders on a team. Team composiion usually decided by individual pursuit results. Usually 4 laps. 15 second intervals.

 

Unknown Distance. A die is rolled under a cup before the race starts. The number it shows (1-6) is the lap on which the lap finishes, which riders find out about by the bell ringing only after the finish is called.

 

Win and Out. See Danish Sprint.