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.