Ground Rules & Inspection
Ground Rules:
1. The race is open to all Cub Scouts registered in this Pack. Siblings and friends may also enter in a seperate division. Leaders and parents will make up the third division.
2. Each scout/sibling may enter only one car in the competition. Several cars may be constructed but only one may be registered and raced.
3. The car must have been built during the current year (the school year in which the Derby is held). Cars that have competed in a previous Derby are not permitted.
4. Competition will consist of a full track of cars for each race. (We have a four lane track.) The competition committee will determine how to race the cars in the fairest manner possible to determine the fastest cars.
5. If a car jumps the track, the race will be run again. If the same car jumps the track a second time, that car will automatically lose that race.
6. If a car leaves its lane and interferes with another car, the race will be run again. If the same car leaves its lane a second time and interferes with another car, the interfering car will automatically lose that race.
7. If a car becomes damaged and can be repaired in a reasonable amount of time (a few minutes), the race will be run again. If not, the damaged car will automatically lose that race.
8. Only race officials and scouts participating in the current race may enter the track area. This rule will be strictly enforced. Please help to keep the boys and siblings inside the marked areas.
Inspection & Registration
a) Each car must pass a technical inspection before it may compete. Technical inspection and registration of cars occurs as soon as you enter at the day of the race.
Note: The Race Starter will place the car on the track according to axle location. The back axel is nearest to the end of the car. The front axel is furthest away from the end of the car. This determines the direction the car will race unless the contestant clearly marks "Front" on the car.
b) The Inspection Committee shall disqualify cars which do not meet these rules. If a car does not pass inspection, the owner will be informed of the reason his car did not pass (too long, too heavy, altered wheel base, or the like). Cars which fail the initial inspection may be modified for final inspection and registration. A fifteen minute grace period will be allotted for cars not passing inspection.
c) To enter the race, cars must have passed inspection and be registered by the Final Inspection.
d) No cars may be altered in any way after it has been registered. Damage repair shall be allowed during the Derby only if it does not delay the race, but no modifications shall be allowed.
e) After passing inspection, no car shall be re-inspected unless repaired after damage in handling or in a race.
f) Ungentlemanly or unsportsmanlike conduct by any participant or spectator will be grounds for expulsion from the competition and/or the race area.
Race Day Prepared
1. Have extra axles and wheels on hand. You never know when your car may be the one dropped accidentally.
2. Have a derby tool kit handy. It should include superglue, sandpaper, a drill, extra screws for your weights, extra weights, a small screwdriver. You may not use it, but it will make you the most popular person at the event.
3. Transport your car in a shoebox. Dropped cars are unfortunately a too common experience.
4. Add LOTS of graphite right before check in.
5. Explain to your cub that running the car along the floor prior to the race will cause it to lose!