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. The first rider across the line on
the first lap "wins" and is out, and so on, for each laps, 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 usually ten or twenty seconds, and the distance is usually four
laps, although this can be varied.
Handicap Pursuit. Usually 4 laps. 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, or as
close to it as they can get. 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 more usually 5-7. The motor starts off slowly, at about 20 mph
and gradually increases its speed to about 25 mpf 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 at least 15 laps, 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.
Relief riders peel off at either the first or the second turn and stop, holding
on to the fence posts. The race officially begins on the second lap. Tags can
be made in any safe way: handslings, seat-slings, or hand-tags. In an
emergency, a pick-up can be wireless: one rider draws completely even with the
other. Exchanges are optional, and they can take place anywhere and at any time
except in the last 200 meters of a sprint. Riders in relief should come to a
complete stop at one of the four corners and wait until their partner is
approaching. 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 two
riders in the final. Two laps. If 4 or 5 riders, 3 advance. If 3 riders, 2
advance.
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 riders, three laps. Usually, one team rides at a
time, and the results are decided on the basis of the time posted. Each rider
rides one full lap and then pulls off and out. Time is decided on the basis of
the third rider.
Point-a-Lap. Usually a 5-lap race, with a sprint each lap, with
obligatory slow-down after each sprint. Or there can be as many laps as there
are riders. The referee can postpone a sprint if the group is not sufficiently
together at the half-lap point. 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. 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.
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 three
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 (Speed-Skate). A 2- or
4-lap race, usually 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 dead
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.
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.