QUALIFYING SCORING POINTS
The Timed 3-Point Method is a combination of objective and subjective scoring. During qualifying, points will be earned when a driver can combine speed, smoothness, and angle while hitting the specific scoring zones (or clipping points) that are marked on the course. Drivers will want to hit all scoring zones while driving fast, smooth, and with good angle to gain qualifying points. These qualifying points will determine each driver’s classification and tandem battle position.
A. Drivers earn points by drifting their vehicle through a series of scoring zones. The scoring zones are specific points on the track (usually positioned at a corner dot or an outside wall) that is placed within the natural driving flow of the course.
B. Each driver will do two (2) scoring laps per run. Each lap will have three (3) scoring zones.
LAP 1 Zone 1 = 3 points maximum earned; Zone 2 = 3 points maximum earned; Zone 3 = 3 points maximum earned
LAP 2 Zone 1 = 3 points maximum earned; Zone 2 = 3 points maximum earned; Zone 3 = 3 points maximum earned
LAP 1 + LAP 2 / Run Time = Classification = Tandem Position
C. Upon approaching a scoring zone, the goal of the driver is to:
1. Enter the zone in a drift
2. Proceed through the zone while in a drift
3. Drift as close to the clipping point as possible
4. Exit the zone in a drift
5. Do not allow front tires or body to make contact with the clipping point.
6. Do not stall, spin, crash, or lose the drift.
D. There are three (3) types of scoring zones where drivers can earn objective qualifying points for bracket seeding.
1. Corner Apex - A standard apex point of a corner
For a Corner Apex zone, the driver must initiate a drift before reaching the scoring zone, facing the nose of the vehicle toward the clipping point. The driver will then pass through the zone in mid-drift, scoring points for their qualifying score.
2. Outside Line - A section of the course where drivers must take a wide line in order to drift as close as possible to an outside wall or retainer.
For the Outside Line zone, the driver must initiate a drift before reaching the scoring zone, facing the nose of the vehicle away from the outside wall. The driver will then drift through the zone in mid-drift, while trying to get the tail of their vehicle as close to the outside wall as possible, scoring points for their qualifying score.
3. Switchback Entry - A zone that requires the drivers to enter drifting to one side, then switchback and drift the other side as it approaches the clipping point.
For a Switchback Entry zone, the driver must first be drifting facing the nose of the vehicle away from the clipping point. Before they reach the clipping point, the driver must perform a “switchback” and turn their drift the opposite direction so that the nose of the vehicle is now facing the clipping point. This “switchback” maneuver should be done in one fluid motion, without losing the drift in between. The driver will then pass through the zone in mid-drift, scoring points for their qualifying score.
E. No zone will be randomly placed in an awkward spot away from the natural flow of the course and/or the desired driving line.
F. There are 3 scoring zones per lap, placed as consecutive as possible, in an area of the course that can be easily seen and judged by the event staff.
G. There are no point deductions during qualifying; either the driver earns points or not.
TANDEM BATTLE OVERVIEW
Tandem drifting (“twin battle”) is one of the most exciting aspects of RC drifting. Here it’s driver vs. driver, where both competitors not only try to match their opponent, but also wow the crowd. Each driver will try to “out do” the other by drifting at speed, in proximity to the other driver, with aggressive yet smooth lines, good drift angle, and no driver errors. The driver judged best of each tandem will advance in the bracket.
A. The higher-seeded driver will be given the choice: lead or follow for the first judged lap. Drivers will switch positions for the second lap, and for every lap afterward.
B. A lap-by-lap run-through of a battle is as follows:
1. Drivers will start on line up that the lead driver is up front in lead position. The chasing driver should line up no more than approximately three feet behind the lead driver; both drivers should now be ready to go.
2. When the cars are lined up, the judges will signal, “go” and the cars (driver 1 leading, driver 2 chasing) will start on their first judged lap.
3. Once both drivers pass the start/finish line at the end of the judged 2 laps, drivers will switch positions to prepare for the next judged lap. Judges will debate and select scores.
4. 1st Run Scores will be announced, and when the cars are lined up (this time, driver 2 is leading), the judges will signal, “go” again, for the second judged 2nd Run.
5. At the end of 2nd Run, scores will be combined and the higher scoring driver will advance to the next round.
C. Each battle lap will have a lead car and a chase car. Two battle laps will be done where each driver gets a chance to be the lead car. The following is expected of each car:
1. The front car is the “lead position”. It is easy to get a clean run while leading, and therefore you have a better chance of winning the battle lap. The lead car will want to do the following:
a. Drift a aggressive yet clean lap, with good speed, high angle, and smooth lines
b. Do not commit a driver error
c. Do not get cleanly passed d. Keep or gain distance in front of the chase car
2. The second car is in the “chase position”. Precision and anticipation in this position can make or break the battle lap. The chase car will want to do the following:
a. Drift a clean lap, mimicking the aggression, speed, angle, and lines of the lead car
b. Do not commit a driver error
c. Take advantage of a clean passing opportunity d. Keep or close the distance between themselves and the lead car e. Do not deliberately come in contact with the lead car
D. The following situations are deciding factors in whether a driver wins or loses a battle lap:
1. The lead car may lose the battle lap if they:
a. Commit a driver error
b. Cannot maintain or extend the distance between themselves and the chase car
c. Get cleanly passed
2. The chase car may lose the battle lap if they:
a. Commit a driver error
b. Cannot keep or close the distance between themselves and the lead car
c. Initiate contact that causes the lead car to crash, spin, or jump an apex
d. Perform an illegal pass.
E. Including the above, judges will also take into consideration vehicle speed, angle of drift, proximity to the other car/corner/wall, fluidity of driving line, and overall visual impact of the drift.
F. Incidents of contact causing the competitor to a crash or spin will be the mistake of the driver who initiates the contact, and will receive a score of 0 for that lap.
G. In the event of a tie after the first pair of laps, there will be a “Sudden Death” Battle, in which the drivers will do another scored pair of laps.
1. When a Sudden Death Battle is called, any previous battle scores are tossed out.
2. Each Sudden Death Battle will be judged separately from any previous battle.
3. Judging during Sudden Death battles will be stricter when it comes to errors made by either/both drivers.
4. Sudden Death Battles will continue until a clear winner is determined.
5. In Sudden Death Battle, the driver positioning will be the same as regular battle rounds.
Goodluck!