treekiller
11-20-2007, 11:46 AM
"Teh Tarmac Terror" We begin Planing next Monday now because we are a group of the people for the people and by the people. I guess It's up to the genral group to vote on what style of rally we will run next event.
Poker Run.
Instruction Style: Tulip, Stick, Map, or Text
I refuse to write a poker run rally, the results are up to chance and there is no skill involved
Regularity Runs. (the father of TSD)
Instruction style Tulip, Stick, Text
This style of rally can be tailored any way you desire. A team lines up in one min intervals, the starter lets each one go, There are no speeds provided by the rallymaster, this is difficult because the Navigator must take stage notes on the first run upon arrival at the finish which will also be the stage start You then Line up again and try to match your time at various locations throughout the stage. the stages can also be ran backwards with no instruction where memory plays a major role.
another varation is you drive the route which loops twice the Marshal times you as you pass the first time you will pass that point 2 additional times, that way the marshal can get 2 "laps" the difference between the times is your lap time. and you are scored on how closely they match
Gimmick rally:
a Gimmick rally will have some puzzle to solve. Often the contestants must search for answers to questions, which may provide clues to where the rally route goes, and might be answers to questions about signs and buildings on the route. Most, but not all, Gimmick Rallies are won by luck or chance, rather than skill the following are considered gimmicks,
TREASURE HUNTS:
These are of infinite variety. Use all the ingenuity you possess. One popular version is where rallyists are given only a single route instruction at the start that lands them in an area where further route instructions are hidden to direct them to the next location and instructions. Don't be surprised if the instructions are tacked to a wooden post 15' from land in a shallow pond! To make it even more fun the route instructions can be in the form of a riddle or clue. The winner is the team that completes the rally by collecting all the route instruction sheets in the shortest time.
SCAVENGER HUNTS: Contestants are asked to collect a variety of obscure or amusing objects within a given time and/or mileage. Visual scavenger hunts generally require the team to answer questions about the area they drive through while following the RIs.
Find your own route:
There are several ways to Score this rally, Gimmick and TSD, Least amount of mileage, Least fuel used Start to finish. or Monte Carlo style where you are given the locations and time to arrive at a checkpoint and various points to be at along the way.
Gimmick rallies tend to be shorter events and are usually combined with a BBQ or some social activity.
1. Q-A (QUESTION & ANSWER) Various Questions are interspersed in the Route Instructions.
2. A-B (DUAL PART ROUTE INSTRUCTION)
Each Route Instruction has two parts, A & B, the scoresheet is marked with which part can be validly done first, if both can be done at the same point then C is marked.
3. CM (COURSEMARKER)
The route is followed by a simple set of Route Instructions, along the route CMs (a letter & number combination on a posted sign) are encountered which are recorded on the scoresheet and bring into effect supplemental instructions.
4. PHOTO
The route is followed by a simple set of Route Instructions, valid Photos are identified, and the mileage at which they occurred along the route is marked on the scoresheet. A working odometer is needed.
5. HARE AND HOUND
The route is followed by finding markings (generally a mound of flour/lime) at intersections. If a mound is found, the correct course may have turned. A confirming mound will be located a short distance (1/10-1/4 mile) down the correct course. A working odometer is needed, adjusted mileage closest to rallyemaster wins.
Poker Run.
Instruction Style: Tulip, Stick, Map, or Text
I refuse to write a poker run rally, the results are up to chance and there is no skill involved
Regularity Runs. (the father of TSD)
Instruction style Tulip, Stick, Text
This style of rally can be tailored any way you desire. A team lines up in one min intervals, the starter lets each one go, There are no speeds provided by the rallymaster, this is difficult because the Navigator must take stage notes on the first run upon arrival at the finish which will also be the stage start You then Line up again and try to match your time at various locations throughout the stage. the stages can also be ran backwards with no instruction where memory plays a major role.
another varation is you drive the route which loops twice the Marshal times you as you pass the first time you will pass that point 2 additional times, that way the marshal can get 2 "laps" the difference between the times is your lap time. and you are scored on how closely they match
Gimmick rally:
a Gimmick rally will have some puzzle to solve. Often the contestants must search for answers to questions, which may provide clues to where the rally route goes, and might be answers to questions about signs and buildings on the route. Most, but not all, Gimmick Rallies are won by luck or chance, rather than skill the following are considered gimmicks,
TREASURE HUNTS:
These are of infinite variety. Use all the ingenuity you possess. One popular version is where rallyists are given only a single route instruction at the start that lands them in an area where further route instructions are hidden to direct them to the next location and instructions. Don't be surprised if the instructions are tacked to a wooden post 15' from land in a shallow pond! To make it even more fun the route instructions can be in the form of a riddle or clue. The winner is the team that completes the rally by collecting all the route instruction sheets in the shortest time.
SCAVENGER HUNTS: Contestants are asked to collect a variety of obscure or amusing objects within a given time and/or mileage. Visual scavenger hunts generally require the team to answer questions about the area they drive through while following the RIs.
Find your own route:
There are several ways to Score this rally, Gimmick and TSD, Least amount of mileage, Least fuel used Start to finish. or Monte Carlo style where you are given the locations and time to arrive at a checkpoint and various points to be at along the way.
Gimmick rallies tend to be shorter events and are usually combined with a BBQ or some social activity.
1. Q-A (QUESTION & ANSWER) Various Questions are interspersed in the Route Instructions.
2. A-B (DUAL PART ROUTE INSTRUCTION)
Each Route Instruction has two parts, A & B, the scoresheet is marked with which part can be validly done first, if both can be done at the same point then C is marked.
3. CM (COURSEMARKER)
The route is followed by a simple set of Route Instructions, along the route CMs (a letter & number combination on a posted sign) are encountered which are recorded on the scoresheet and bring into effect supplemental instructions.
4. PHOTO
The route is followed by a simple set of Route Instructions, valid Photos are identified, and the mileage at which they occurred along the route is marked on the scoresheet. A working odometer is needed.
5. HARE AND HOUND
The route is followed by finding markings (generally a mound of flour/lime) at intersections. If a mound is found, the correct course may have turned. A confirming mound will be located a short distance (1/10-1/4 mile) down the correct course. A working odometer is needed, adjusted mileage closest to rallyemaster wins.