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So, you are ready to partake in racing at Hellyer Veledrome, but want to
know what the various events are? Here are some explanations:
Mass Start Events
Mass start events start with the riders at the top of the track on the
home straight, clipped in and holding onto the railing for
support. The referee will announce the race, and answer any sensible
questions the riders may have. The riders will be told to roll out,
and the race will start when the riders are suitably bunched and all
going at the same speed. The start is indicated by the referee blowing
a whistle or at some locations, firing a starting gun.
Scratch race:
First across the line after XX laps is the winner, just like a road
race.
Point a lap:
First rider across the line each lap earns a point. Highest points
total wins. Generally 3,2,1 awarded to the first three finishers on
the last lap.
Win and out:
Normal race until the bell lap. The bell sounds -
sprint. Winner of this sprint is first place and can retire from the
race - everyone else keeps going and the bell sounds again -
sprint. Winner of the second sprint is second in the race and can
retire - everyone else keeps going and sprints for the 3rd and final
time where places 3rd, 4th 5th etc. are determined. End of race.
Points race:
Every X (generally 5) laps, points will be awarded to the first 4
riders across the line (5,3,2,1). A bell sounds one lap before the
points are awarded. Highest points total wins. Generally, double
points are awarded on the last lap and sometimes also at half
distance.
The rules for lapping the field have changed at the UCI level. I am
unsure as to whether they have filtered down to the Hellyer level yet
(Hellyer officials generally use the USCF
rule book). In the past, if you lapped the field, you were then
only racing people on the same lap as yourself, even though everyone
could sprint and win points. In this case, number of laps took
precedence over points total and the points totals only separated
riders on the same lap. IIRC, now the benefit of lapping the field is
that the riders who gain a lap are awarded 10 bonus points and are
still competing against all the other riders, even those who have not
gained a lap.
De'il, Devil take the hindmost or Miss and out
The last wheel of the bunch across the line each lap eliminates that
rider. When 3 riders remain, there is a free lap and then the bell is
sounded for the final sprint to determine the podium places.
Other events
Match sprints:
2 to 4 riders, 3 laps and the first over the line is the
winner. Sounds like a scratch race - it is, but tactics are an
incredibly important part of sprints. The race is generally a cat and
mouse game for the first two laps, with each rider trying to fool the
other into jumping early and therby leading out the sprint. For this
reason, only the last 200 metres of a sprint race are timed.
Riders draw lots for position on the track and start side-by-side held
upright by holders. The rider at the bottom of the track is required
to lead out the race for generally at least the first half a lap at a
walking pace. After that, trackstands are not uncommon (this is where
the term comes from) as the rider in front tries to force the rider
behind in front.
Track sprinters generally have huge thighs, as the sprint is
usually won with a quick jump.
Chariot Races:
6 riders starting side-by-side, 500 metres, first across the line
wins. This is an all-out sprint from the gun, with the rider at the
top of the track benefitting from the banking, but having further to
travel. 6 strapping lads all wanting to be in the same space results
in contact!
Kilo and 500 metre time trials:
Exactly what it means. One rider at a time, starting with a holder and
TT-ing for the distance. The start is all important in such a short
event. Kilo riders also have huge thighs.
Pursuit:
2 riders start on opposite sides of the track and try to catch each
other. The rider who catches the other wins, or the rider with the
quickest time over the distance, generally 3 or 4 kilometres. Also
done in teams of 4, with the third rider stopping the clock.
Italian Pursuit (Olympic Sprint)
2 teams of equal numbers start on opposite sides of the track and try
to catch each other. The lead riders peal off after each
lap. Generally, the weak riders lead out, leaving the strongest rider
on each team to contest the final lap.
A special case of the Italial Pursuit is the Olympic Sprint, which
uses teams of 3, and is therfore run over 3 laps.
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