We will assume that the cars have been judged, accepted and ordered 1 – 10. Our races assume a 4 lane track and the use of the timing system.
The lanes are ordered A, B, C, D. Each car runs on all 4 lanes 1 time. The winner is the car with the fastest combined time on all four lanes.
NOTE: the following description is to illustrate the administration process; the actual order of the cars is dictated by the software. Pay careful attention to which lane the software puts each car: there are TWO ways that the cars may be called to the track. After the first 4 races, the administration is the same (the only difference may be which car number is added to the track. I am assuming an ordinal race.)
Racing begins with cars 1,2,3 and 4. They are ordered:
A – 4
B – 3
C – 2
D – 1
Admin: After the race, car #1 is put back in the ready area and car #5 is added to Lane A.
A – 5
B – 4
C – 3
D – 2
Admin: After the race, car #2 is put back in the ready area and car #6 is added to Lane A.
A – 6
B – 5
C – 4
D – 3
Admin: After race 3, car #3 is put back into the ready area. Car #7 is added to Lane A.
A – 7
Admin: After race 4, car #4 is put in the FINISHED area. It is done racing. Car #4 is the first to run 4 total races. Car #8 is added to Lane A.
Races progress until the final 3 races when car #1 is re-introduced in Lane A. In our 10 car scenario, the final race would be:
A – 3
B – 2
C – 1
D – 10
Admin: Car #10 would go through the lanes “normally”, cars #1 – #3 are filling in and racing in the lanes that they didn’t use the first time through.
Keys to racing:
- Don’t let anyone touch the cars. If a breakdown happens, have a ‘mechanic’ that can work with the boy to resolve.
- Be sure that the wranglers (generally Boy Scouts) do NOT touch the wheels but carry the cars from the side.
- Try to know which end of the car is the front.
- Test the track for bumps before racing.
- Tray, carry, and order all cars by number. Make any ‘special considerations’ in terms of order BEFORE the cars go into the ready area.