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Track and Field Rules

Track and field rules outline the procedures and requirements for track and field events. Track rules cover the start, execution and completion of races, including start and finish lines, staying within the assigned lane, and disqualifications for pushing or obstruction. Course rules state that competitors take measured individual attempts to determine the best mark, with three consecutive failures ending participation.
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0% found this document useful (0 votes)
182 views8 pages

Track and Field Rules

Track and field rules outline the procedures and requirements for track and field events. Track rules cover the start, execution and completion of races, including start and finish lines, staying within the assigned lane, and disqualifications for pushing or obstruction. Course rules state that competitors take measured individual attempts to determine the best mark, with three consecutive failures ending participation.
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Track and Field Rules

Track rules

The rules of the athletics track or track events in athletics as observed in most
international athletics competitions are set by the Competition Regulations of
the International Association of Athletics Federations. The most recent complete
system of rules are the 2009 rules which refer only to competitions in 2009.
Fundamental rules of track events are those that refer to the start, operation
and finish.

Beginning

The start of a race is marked by a 5cm wide white line. In all stages where lanes
are not run the starting line must be curved, so that all athletes start at the same
distance from the finish line. Starting platforms can be used for all races up to
400 m, and cannot be used for any other race. No part of the starting platform
may overlap the starting line or extend into another lane. All races must be
started by reporting the starting gun or approved starting apparatus fired
upward after he or she has satisfied that the athletes remain stable and in the
correct position. No athlete may touch either the starting line or the ground in
front of it with their hands or feet when on their marks. In international
competitions plus the starter's commands in his/her own language, English or
French, in races up to 400 m, such as "On your marks" and "Set". When
athletes "lock on," the weapon must be fired, or an approved starting device
must be activated. However, if the starter is not convinced that everything is
ready to continue, the athletes can be called from the blocks and the process
started again. There are different types of openings for races of different
distances. Medium and long distance races use cascade, especially at the
beginning. This is when all athletes start on a curved line that moves father out
on the outside edge of the track. Competitors are permitted to move to the
inside lane immediately, as long as it is safe to do so. For some middle-distance
races, such as 800 meters, each athlete starts in their own lane. Once the
weapons fire, they must run in the lane they started in until the track markers
notify them that it is time to move toward the inside lane. For sprint races,
athletes start in the starting blocks and must remain in their own lane for the
entire race.

False start: An athlete, after assuming a final set position, may not begin the
starting movement until after receiving the report from the approved pistol or
starting apparatus. If, in the opinion of the owner or RECALLERS, it is done
earlier, it is considered a false start. A false start will be considered if, in the
opinion of the holder, an athlete does not comply with the commands "On your
marks" or "Group" if applicable after a reasonable time, or an athlete after the
command "On your marks" disturbs other athletes in the race through sound or
otherwise. If the runner is in the "set" position and moves, then the runner is
also disqualified. As of 2010, any athlete is disqualified from making a false
start.

In international elite competition, electronically tied starting grids sense the


reaction time of athletes. If the athlete reacts in less than 0.1 seconds, an alert
is sounded by a reminder plate and the offending athlete is guilty of a false start.

Running the race

In all street races, each athlete must stay within their assigned lane from start to
finish. This also applies to any part of a race run on the tracks. If an athlete
leaves the track or steps on the track demarcation line, he/she must be
disqualified. Additionally, any athlete who shakes or obstructs another athlete,
in a manner that impedes their progress, must be disqualified from that event.
However, if an athlete is pushed or forced by another person to run out of his or
her lane, and if a significant advantage is not achieved, the athlete should not
be disqualified.

There are races that start in the lanes and then in a "break" line, the competitors
merge. Examples of this are the 800 meters, 4x400 relay and the indoor 400
meters. Variations on this, with alleys formed by multiple lanes on the track, are
used to start large fields of distance runners.

The finish

The finish line of a race is marked by a white line 5 cm wide. The final position
of the athletes is determined by the order in which any part of their torso
reaches the vertical plane of the nearest edge of the finish line. Fully automatic
timing systems are becoming more common at increasingly lower levels of track
meets, improving accuracy while eliminating the need for eagle-eyed officials at
the finish line. Fully automatic high level synchronization is required and meets
every time a record is established.

With the accuracy of timing systems, ties are rare. Ties between different
athletes are resolved as follows: To determine whether a tie has occurred in any
round of a qualifying position for the next round based on time, a judge must
take into account the actual time recorded by athletes to a thousandth of a
second. If the judge decides that a tie has occurred, the tied athletes must be
placed in the next round or, if that is not possible, many draws must be made to
determine who should be placed in the next round. In the event of a tie for first
place in any final, the referee decides whether it is possible to make
arrangements for the athletes to compete again. If you decide it is not, the result
is placed. Ties in other placements remain.

Layout plan for the 200 m Standard Indoor Court.

1 Standard Track, 2 Indoor Track, 3 Shot Put, 4 High Jump, 5 Long Jump and
Triple Jump, 6 Pole Vault

The field rules


In general, most field events allow a competitor to take his or her individual
attempt, theoretically under the same conditions as the other competitors in the
competition. Each attempt is measured to determine who achieves the greatest
distance.

Vertical jumps set a bar at a certain height. The competitor must clear the bar
without knocking outside the rules holding the bar. Three consecutive failures
end the competitors' participation in the event. The competitor has the option to
pass his attempt, which can be used for strategic advantage. A pass can be
used to save energy and avoid taking a jump that would not improve your
position on the leaderboard. After all competitors have authorized, approved or
suspended their attempts at height, the bar rises. The amount of bar raises is
predetermined before the competition, although when a competitor remains, the
competitor may choose his or her own heights from the remaining attempts. A
record is kept of each attempt by each competitor. After all competitors have
had their attempts, the highest jump is the winner, and so on down to the other
competitors in the event. The ties are broken by first, the number of attempts
taken at the highest height, and then, if still tied, by the total number of
accidents in the competition as a whole. The bar does not go back to a lower
height except to break a tie for first place or a ranking position. If those critical
positions are still tied after applying the tie-breaker criteria, the tied competitors
have fourth jump at the last height. If you still miss, the bar gets an increment
from where you jumped again. This process continues until the tie is broken.

Horizontal jumps and throws must be started behind a line. In the case of
horizontal jumps, that line is a straight line perpendicular to the track. In the
case of shots, that line is an arc or a circle. Crossing the timeline that starts the
attempt invalidates the attempt—it becomes a dangerous game. All landings
must occur in one sector. For jumps, it is a pit full of sand, so the launch is a
defined sector. A shot landing on the line at the edge of the sector is a foul.
Assuming one's own attempt, officials measure the distance from the nearest
landing point to the line. The tape measure is carefully straightened to the
shortest distance between the point and the line. To achieve this, the tape must
be perfectly perpendicular to the takeoff line on jumps, or pass through the arc
point for center shots. Officials at the end of landing tape hold the zero, while
officials at the initiation point measure and record the length. Whenever a
search occurs, the measurement is taken with a steel tape, and is observed by
at least three officials. Steel tapes are easily bent and damaged, so they are not
used for measuring everyday competitions. For large competitions, each
participant receives three attempts. The main competitors get another three
attempts. At that level of competition, the order of competitors from the last
three attempts is established—so the competition in first place at the end of the
third round is passed, while the last competitor to qualify goes first. Some meet
change the competition order again for the final round, so the final attempt is
taken by the leader at that time. In other competitions, knowing administration
may choose to limit competitors to four or three attempts. Whatever the format,
all competitors receive the same number of attempts.

TRACK AND FIELD

The requirements for the specialty are:

1. Learn the basic rules and safety instructions below for each of the six
track and field majors, and pass a test of at least 10 questions at the end
of the course, with a grade of at least 80%.
2. Perform one of the tests below in each section in a reasonable and timely
manner. Answer each of the questions related to that test.

SHORT RACE

Basic rules

1. When starting, you must not touch the line or step on it before the shot
that indicates the start of the race.

2. Runners must stay on their path.

3. Two false starts are enough to disqualify a runner.

Safety instructions

1. Do warm-up exercises until your entire body is fit before you start.

2. Don't jump when you reach the final tape.

3. Do not practice games before warming up.

LONG DISTANCE RACING

Basic rules

1. Respect the other participants.

2. Observe all rules that have to do with racing. (Look for them in an
industry manual.

Safety instructions

1. Do warm-up exercises before you start, until your body is fit.

2. Watch your step.

OBSTACLE RACE

Basic rules

1. The runner must not allow any part of his body to be outside the area
covered by the hurdles.

2. The runner can knock down any number of hurdles.

Safety instructions
1. Do warm-up exercises and stretch well before starting an obstacle
course.

2. Low fences should never be too low.

3. Keep your guiding leg straight.

HIGH JUMP

Basic rules

1. Three attempts are allowed at each height.

2. The participant must jump with only one foot.

3. Each of these cases will be considered an attempt: knocking down the


pole, passing under it, crossing it with the body extended or leaving
the terrain.

Safety instructions

1. Learn to land on one foot or both; not on the hands or with the whole
body.

2. Do not jump when the starting point is slippery.

3. Always make sure there is a cavity or mat where you are going to land,
so you can "land" safely.

LONG JUMP

Basic rules

1. When the top line is touched or crossed over it, it is considered a foul
and is counted as one attempt.

2. The jump will be measured taking into account the right angle formed
between the top board and the "landing" point closest to the starting
point. (?)

Instructions regarding safety.

1. To warm up, do it gradually with a series of short, easy jumps.

2. Wear shoes suitable for jumping, with medium heels or rubber


cushions on the heels.
3. Keep the "landing" spot or mats you are going to land on in good
condition.

POST RACE

Basic rules

1. The baton must be passed from one runner to the other only in the
regulation area.

2. The cane must be in one hand during the entire race.

3. No participant may run more than one stage of the race.

4. All rules must be observed, without exception.

Instructions regarding safety.

1. After passing the baton, the participant must remain in his or her lane
until all other runners have passed.

2. When passing quickly (when the cane is not visible), keep looking
ahead to avoid collisions.

3. If the cane falls, be careful to retrieve it safely.

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