2General Info Run on open public roads in sections 2-10+ miles long Sections timed to the minute and the target is an 30mph average speedCompetitors are given clues at the start of each section which they must solve in order to find the correct routeRoute checks along the way are code boards
3General Info The score is kept in terms of penalty points Being fastest on the road is not the way to win a road rallyMissing a code board or passage control is penalised heavily compared with arriving early or late, so getting the route correct is vital
4Navigator Never lose your place on the map Give instructions and directions to the driverKeep track of time and communicate with driver about what is an appropriate speedremember to set watch to rally time at signing on!Looks after paperwork - write down codeboards, make sure marshal has written the correct time in the correct boxMain person responsible for solving clues
5Navigator - Equipment Map(s) Digital watch Pencils Light and magnifier correct edition as noted in regsset to rally timePencilsLight and magnifierfairly dark (3B/4B) so they are easy to seeTorch or headtorchCardboard boardTravel sickness pills...to lean on when drawing on mapExtraClipboardrulerleaning on and keeping paperwork togethertracing papercalculatorRubberpencil sharpenerprotractor - some higher level clues may use angle or bearingsRoameraccurate reference plotting, good idea to have this on a piece of string so you don't lose it at a key moment
6Driver Should be comfortable with the car Either extend own insurance or take insurance offered through event organisersCheck car will pass scrutineeringDrive within their own abilitiesSupport and help navigator where appropriateWatch for code boards and tell nav when you see them
8Car PreparationScrutineering usually takes about 5 minutes, it is a check to aid safety, not trying to catch you outtyres should be in good condition with legal treadlights working - dipped, main, fog, indicators, brakesnot excessively noisyseats secure with working seatbeltsbrakes working, including handbrakebattery secure and positive terminal insulated, no dodgy wiringno significant fluid leaks - coolant, oil, brake fluid or fuelremove or strap down lose objects that could move around and potentially cause injurywarning triangle in case of breakdown or accidenttax up to dateRemember to make sure you have sufficient fuel!
9"to finish first, first you must finish" Driving Technique"to finish first, first you must finish"The amount of time and penalties you might save by going a little faster is small compared to the amount of penalties you incur by missing a single code board, or the time it takes to be recovered from a ditch!Drive at a moderate/normal speed and concentrate as a crew on getting the navigation right and spotting all the code boards
10Driving TechniqueReading of the road by the nav can be useful to give the driver an idea of the corners ahead, however it is difficult to see every corner on the map and they are often quite inaccurate due to the small scale.Obey the rules of the road at all times and drive sensiblyRemember at all times you are competing on open, public roads so around any corner there may be another competitor, a tractor, walkers etc, coming in either direction.If there is a faster competitive car behind you – let it past!
11Driving TechniqueDue to trying to maintain an average speed on twisty roads there is often repeated acceleration and braking so be aware that brake performance can fall over time as they heat up.Treat all give way junctions as stops - complete stop at the junction, failure to do so can result in heavy penalties if spotted by a marshal'Quiet zones' are areas where competitors must make the minimum amount of noise in order to not disturb local residents.Speeds less than 30mph in a high gear with dipped lights is requiredFailure to do so can result in exclusion.It is essential to be courteous to people who live near the rally route so that events can be held in the future.
12Map Ordnance Survey Landranger series, scale 1:50,000 Map(s) used specified in regsmake sure you have the appropriate edition as some clues will not work with the wrong edition.Highlight important featuresevery tenth grid linespot heightschurchesmaybe milestones and mile postsCrease the edges so you can fold the map back on itselfThe key on the right hand side defines all map features
13Map References Plotted with a roamer Should be split to be plotted eg >Four figure - entire 1km grid squareSix figure - point within the squareEight figure - very exact references, extra digits will only be 0 or 5 (or ½)
15General Route Solving - Process Check the clue you have been given is the right one for your class (it should say at the top of the paper)Plot next control so you have somewhere to aim for (higher levels may not be given this). This also helps to make sure you end up in the right place as you solve the clue.Calculate the time you need to be at the next controlCheck whether it is CRO (coloured roads only), AR (all roads) or IGR (ignore gated roads)You can either plot stationary or moving, I would recommend stationary to begin withKeep the mileage for the section in mind as you plotDon't forget the driver can also help with clue solving
16General Route Solving - Process Plot the clue as a continuous line close to the left of the road. Do not draw on the road itself as you will obscure it and make it more difficult to see features as you follow the route.Once you have plotted the clue, tell the driver to move off and start giving directionsKeep your place on the map at all times, and tell your driver if you are unsure so they can slow down or stop to prevent you getting too far from the route.Keep an eye on the time and adjust speed as necessary to arrive at the control at the correct minuteDon't forget to look for code boards - this should be mainly the drivers job as they are looking out at the road rather than down at the map. Make sure you write the code in the correct place on the time cardWhen you have arrived at the control hand over your time card to the marshal and say what time you are after. Make sure they write the correct time in the correct box
19Abbreviations AR = all roads MR = map reference B = brown NAM = not as mapBK = blackPC = passage controlBL = blueSH = spot heightCRO = coloured roads only (blue/red/brown/yellow)SO = straight onSR = side roadETL = electricity transmission lineTC = time controlFL = fork leftTJ = T-junctionFR = fork rightTL = turn leftGL = grid lineTR = turn rightGS = grid squareW = whiteIGR = ignore gated roadsXR = crossroadskm = kilometresY = yellowm = metres
20Clue type: Map References Plot references accuratelyPass through or avoid as directed by the clueAt novice levels they will be given in order, may not be in order at higher levelsAlways take the shortest possible route
21Clue type: Map Features Spot heights give height at the pointCan use any features on the map such a bridges, churches, ETL etc. The map key will show what symbols are used.Over and under – these normally refer to a bridge, although the bridge symbol may not be shown in the clueOther features may also be on the roadwriting such as place namesPass the features using the shortest routeAlso get spot height totals - normally higher level clues
22Clue type: Grid Lines or Squares Pass through grid squares or cross over grid linesBe aware of the difference between touching and crossingYou may get two options and have to look ahead to work out which to use
23Touching vs CrossingDefinition of a road crossing or touching a grid line, electricity transmission line etc:A road that touches a line, as defined above, is deemed to cross it TWICE
24Clue type: Coloured Junctions Each block denotes a junction eg YBBYEnter a junction on the first colourIgnore the middle colour(s)Leave on the last colourMay have to look ahead to eliminate optionsLook for crossroads (4 letters)YBBY
25Clue type: Directions and Clock Face Junction directionleave junction in given directionkeep in mind whether you are including white roads and/or gated roadseg. SRTR = side road turn right
26Clue type: Directions and Clock Face Compass directionsmay mean leave grid square in given directions (will say in clue at novice level)eg. NW = leave the junction on the road heading north-west
27Clue type: Directions and Clock Face enter junction on the hour, leave on the minuteeg. 11:10
28Clue type: Tulips Each tulip represents a junction Enter on the ball, leave on the arrowCan be seen as on map or always pointing upAt higher levels there may be no ball and/or no arrow
29Clue type: Herringbone Route as a straight line, with short lines showing what roads are missed(CRO)
30Clue type: Codes Clues may use a code eg. A = 1, then used to write junction direction ( for XRSO) or to write grid lines (BD FB for 24 62)eg. a codeword that is 10 letters long with the letters representing the numbers 0-9
31More Advanced...There are variations on the clues at harder levels. It is best to get out and get as much experience with different clues as possible.
32Time Cards It should show control locations and section times Usually space for you to use to work out your due timeCode boards should be recorded on your time cardA marshal will sign the card at each control
34At a Time ControlEnter control from the right direction - penalties for wrong directionYou can ask for either the minute on the clock or the next minute - recommend entering on your minute to avoid any confusionIf you are early, wait before the boardIf you are late, ask the marshal for your minuteor 'earliest please'Be polite, the marshal's word is final
35TimekeepingAlways be aware of what time you need to arrive at the next control and try to have an idea whether you are on time, late or early.Timing is done in whole minutes, so both 22:45:01 and 22:45:58 are considered as 22:45If you end up running late, aim to stay running the same amount late rather than racing to catch up. Basically, keep to the time for the section, not overall.
36TimekeepingRally time = all marshals and competitors watches should be synchronised to an agreed time which will be on display at signing onLateness = how far you are behind your scheduled time. If you keep arriving late at controls you will increase your lateness.OTL = outside total lateness, gives the limit of how much lateness you are allowed to accumulate. Limit is usually 30 minutes. If you book into a time control OTL then it doesn't count, as if you never visited it at allif you are running late and the next two time controls are close to each other than you could miss a time control and so be on time for one of them. However you risk missing all codeboards and arriving at the control from the wrong direction. These both give heavy penalties.
37Penalties Arriving later than due time at a TC = 1 per minute Booking in before scheduled time = 2 per minuteMissing a code board = 15Arriving at a TC in the wrong direction = 15Failing to visit a TC = 30Minor infringement eg failing to stop at a give way = 30Major infringement eg speeding = exclusionTo count as having finished the rally, you have to visit a certain number of time controls, normally around two thirds (eg. 6 out of 9 TCs). There are certain controls which you must visit, normally the start, finish and any point at which time cards are collected such as a regroup.
38LicencesEveryone in the car needs to be a member of a MSA club - such as EUMSC!To compete in a 12-car rally you do not need a licence. The Training Rally will be a 12-car and most events have a 12-car class.To compete in non 12-car a licence is needed as necessary for the class
39Navigational Scatters There are a number of control points at various locations on the mapVisiting each one is worth a varying amount of points depending on how hard they are to findYou receive a sheet of navigational information for the control points at the start - map references or clues, which may require information you obtain by visiting another control point firsteg. if the board at the last control was yellow follow instructions A, if it was white follow instruction BThere is no obvious way to visit all controls but you must decide how much time to allow for plotting before heading out and plan a route to maximise your score.Most control points are not manned and require you to note down a detail off a road sign or house name
40Regs and Final Instructions These will give you key info about the event so read carefully!map neededstart and finish venuescrutineering times (start and finish)signing on time deadlinetime that the first car startslist of abbreviationsentry list, and your car numberquiet zonesphone numbers for the organisers - make sure you have a note of these whilst competing so you can contact someone in the case of an incident
41At the EventFill out an entry form and give to organisers along with entry fee (sort out between the crew how this is split)Organise with your driver/nav where to meet and arrive in plenty of timeScrutineer and sign on when you arrive at the start venueGet your car number and display it where directedMake sure you know your start time, and where the start control isGet your map and paperwork ready – plot start controlStart and finish control can be plotted before the event as they are given in the regsRemember: if you are ever unsure of where you’re meant to be or what you’re meant to be doing just ask, there will be plenty of people who are happy to help!