Pinewood Derby - Procedures
Preface
Christian Service Brigade calls it's model car race a Shape N
Race Derby. The Boy Scouts of America calls it's model car race a
Pinewood Derby. Other organizations and companies have their own
names for similar events (e.g., PineCar Derby, Kub Kar Rally). In
all cases, the basic idea is the same: Participants build model cars
from a standard kit and then race them down an inclined track.
It is my intention that this document benefit everyone,
regardless of any specific organizational affiliations. Throughout
this document, I will use the term derby to refer generically to
CSB's Shape N Race Derby, BSA's Pinewood Derby, and any other model
car races of a similar nature.
Pinewood Derby Racing Procedure
All races are run on a system of elimination by head-to-head
heats. Timing of contestants has no bearing in determining winners.
Cars must start from a stand still at the top of the track, and are
powered only by gravity. The car whose nose is first over the finish
line is the winner.
There are many ways to run a Pinewood Derby, and most of the rest
of the rules and procedures can vary somewhat from Pack to Pack, or
District to District. The rules and procedures are designed
primarily to ensure fairness, and can be adapted to meet the
requirements of your Pack. Make sure that all Cub Scouts and parents
have a copy of the rules when they get their Pinewood Derby car
kits.
Multiple heats are run to determine the "fastest car" in each Den
to help prevent a fluke from changing the outcome of the race. Only
the winner of each heat is recorded, because it is too difficult to
have the finish line judges accurately identify the first, second,
and third place cars at the finish line. Lane assignments change
every heat. Heats continue until one car gets two wins. That car is
then declared as "First Place" for the Den, and is removed from
competition. Heats continue to determine "Second Place" and "Third
Place" winners. Plan on six to nine heats per Den, at around 1-2
minutes each.
Depending on the number of Scouts in a Den and the number of
lanes on the track, it may be necessary to split a Den competition
in half. Determine first, second, and third place for each half,
then race all six to determine "First Place", "Second Place", and
"Third Place" for the Den. This can require on the order of 20 heats
to determine the winners of a large Den. Plan you racing schedule
accordingly.
Winners advance to compete against other Dens in their age group
(if you have awards by age group), then to a competition for the
whole pack. Den awards can be given right away, while the next
series of heats proceeds. Awards by age group and for the Pack can
be presented in an awards ceremony at the end of the Derby.
A Racing Chart can be used to keep track of heat results. Each
Scout's name is listed on one line. Record a check mark in the "1st"
column for heats competing for "First Place", and record a "1st" in
the Place column when the winner is determined. Additional heats are
recorded in the appropriate columns.
Schedule Tiger Cubs at the end of the Pinewood Derby. Tigers can
bring a matchbox or hot wheels type car, which can be raced in the
spaces between the lanes on the Pinewood Derby Track. This gives the
Tiger Cubs an opportunity to see at least some of the Derby races
and the awards ceremony.
Race Methods
The obvious goal of a derby race is to determine which cars are
the fastest, so that awards can be presented to the winners.
However, there are other important goals which must be considered,
including enabling the leaders to run an orderly event and retaining
the attention of the entrants and their parents. It is also
important that a race method accommodate imperfections in the track,
cars that need emergency repairs, etc.
Elimination Methods, General
Single elimination is a standard divide-and-conquer technique.
Everyone who wins in the first round moves on to the second round.
Everyone who wins in the second round moves on to the third round.
Repeat this process until only one car is left, and this car is the
winner.
Unfortunately, single elimination only identifies the winner
accurately. Since a single loss will eliminate any car, the second
fastest car could have been any of the cars that lost to the winner
over the course of the event. To remedy this, the multiple
elimination methods were developed. To accurately identify 1st
through nth place, you will need to use an n-tuple elimination
method.
Another way to adapt the single elimination method is to
determine first place, and then repeat the entire competition with
the remaining cars to determine second place, and so on. This works
for a few entrants (half a dozen or so), but for large groups, it is
thoroughly impractical.
A weakness shared by all elimination methods is that they do not
accommodate unfair tracks well. Losing because you drew the slow
lane moves you one step closer to elimination, and there is no way
to recover.
There is another problem with using elimination methods in
pinewood derbies and similar competitions where all the matches are
held during a single event. Elimination methods work by eliminating
contestants from the competition. Contestants who are eliminated
early often lose interest in the rest of the proceedings. One can
accommodate this to some degree by postponing the elimination as
long as possible, but it does present a crowd-control problem to the
event organizers.
Elimination Ladder Methods
Single elimination ladders are easy to find (or make). Double
elimination ladders are more complex, but still manageable. Triple
and higher-order elimination ladders are much more complex and are
harder to find (or make).
Ladderless Elimination Methods
Many elimination systems avoid the use of ladders by simply
recording the number of losses each entrant has had, and generating
matches randomly among entrants who have had the same number of
losses. The specific techniques for keeping track of the number of
losses each car has had vary, but conceptually they are the same.
Each time a car loses, it moves down one level of a hierarchy that
has those cars with no losses at the top. After it's nth loss, a car
is eliminated. When there is only one car left in each level of the
hierarchy, the car with no losses is the winner, the car with one
loss is second, etc.
To maintain suspense, it is a good idea to wait as long as
possible before actually determining the winners. Eliminate cars
until each level of the hierarchy contains no more cars than your
track has lanes, and then quickly finalize the results with a few
quick races.
In all of these methods, you will almost certainly have to
schedule races for a group that is not an even multiple of the
number of lanes on your track. Adjust the last few races to keep all
the races as even as possible. For example, if you have a three-lane
track, and you have one extra car, then the last two races should
race two cars each, rather than one race with three cars leaving one
car with no opponent. As another example, if you have a four-lane
track, and you have one extra car, then the last three races should
race three cars each, rather than four, four, and one, or four,
three, and two.
One method uses tables to keep track of where each car is in the
hierarchy. Cars start on the "No Losses" table, and as they lose,
they move to the "One Loss" table, to the "Two Losses" table, etc.
It helps if you have a "Current Heat" table from which to stage each
round of races. Cars that win are returned to the table they came
from, and cars that lose go to the next lower table in the
hierarchy.
Another method uses display boards with rows of hooks, and
numbered cards that correspond to the numbers assigned to the cars.
Each board has as many columns of hooks as the track has lanes, and
as many rows of hooks as are necessary to hold all the numbered
cards. Everyone starts on the "No Losses" board, and moves to the
"One Loss" board, to the "Two Losses" board, etc. It helps to have a
second set of numbered cards attached to wristbands that are worn by
the cars' owners.
Another method uses a series of rosters. Winners are copied to a
fresh "n Losses" roster, and losers are copied to the "n+1 Losses"
roster, or possibly a fresh "n+1 Losses" roster. This provides a
permanent record of how the race progressed, although I'm not sure
why anyone would care.
Lane Rotation Method
This is the technique used in the past by my CSB Stockade unit.
Our track had four lanes, therefore the following discussion will
assume a track with four lanes. However, the method is easily
adapted to tracks with different numbers of lanes.
The primary goal of the lane rotation method is to accommodate
imperfections in the track (i.e., fast and/or slow lanes) by racing
each car once in each lane of the track. After every car has raced
once in each lane, the overall performance of each car is evaluated.
With a four-lane track and twenty cars, races are scheduled like
this:
Lane 1 Lane 2 Lane 3 Lane 4
Race 1 1 2 3 4
Race 2 2 3 4 5
...
Race 19 19 20 1 2
Race 20 20 1 2 3
Points are assigned to each car based on how it placed in each of
its races (1st = 3 points, 2nd = 2 points, 3rd = 1 point), and those
cars with the most points move into the finals, where the whole
process is repeated.
Running the race is very simple. Return the car in lane 1 to the
display rack, place the new car in lane 4, and move everyone else
over one lane. Scoring is simple too, if you use a overhead
transparencies for the roster, and a scoring template that looks
like this:
Number/Name: Lane 1 Lane 2 Lane 3 Lane 4
Lane 1 ______________ ###### ###### ######
Lane 2 ______________ ###### ###### ######
Lane 3 ______________ ###### ###### ######
Lane 4 ______________ ###### ###### ######
On Deck ______________ ###### ###### ###### ######
For each race, write each car's score in the open box, then move
the entire roster up one place. Repeat. When you're done, each car's
scores are lined up to the right of its entry, ready for you to add
up its final score.
Note that the "On Deck" entry isn't actually involved in the
current race; rather, it serves as a reminder that the next race
will include this car in lane 4. Also note that you will need to
copy the entries for the first three cars to the bottom of the
roster, and you'll need to consolidate their scores since some will
be recorded at the top of the roster and some will be recorded at
the bottom of the roster.
Another advantage is that every car races four times, once in
each lane. This tends to balance any problems you might have with
fast or slow lanes on your track. It also guarantees that each car
will race at least four times. You'd have to run a quadruple
elimination race to guarantee as many of races for each car. With
more lanes on your track, you can guarantee each car even more
races.
Unfortunately, each car races against the same opponents
repeatedly, which is unfair to the cars next to the fastest car in
the race. To reduce the unfairness, you should set the cutoff for
moving to the finals (or semi-finals) such that about half of the
cars move on. For large groups, this can require semi-finals and
even quarter-finals before the winner can be determined. It would
also be good to rearrange the cars into a random order when you move
them into the finals (and semi-finals, and quarter-finals).
Also, even though each car races 4 times, all 4 of those races
are one right after the other (except for cars 1, 2, and 3, which
race at the very beginning and then again at the very end). Thus,
boys have a lot of excitement all at once, and then they sit around.
Round-Robin Methods
The idea of this system is to schedule the races so that cars
race in different lanes and against different opponents as much as
possible. Points are assigned to each car based on how it placed in
each of its races, and when the races are finished, the cars with
the most points win. A runoff race or two can be used to break ties,
or both entrants can receive the same award.
The obvious advantages of round-robin races are accommodation of
fast and/or slow lanes on a track, and not matching the fastest (or
for that matter, the slowest) cars against the same opponents
repeatedly. Interest is maintained because each car's races are
generally distributed throughout the event, and each race matches
new opponents against each other. And without the need for extended
semi-final and final rounds, you can guarantee each car more races,
and still finish the event in the same amount of time.
Round-robin races can be scheduled or unscheduled. In a scheduled
round-robin race, the schedule of who races against whom is known in
advance. This schedule is generally created by a computer program.
The schedule can be generated randomly, or the program can
deliberately create a schedule to avoid racing cars in the same lane
or against the same opponents repeatedly. One system that
deliberately creates such a schedule is called the Stearns-Borom
Method, and is available as freeware. See the Web site: and
http://www.wtrfrd.com/pack339/339stern.htm
Unscheduled round-robin races look chaotic by comparison. Each
boy is given n race tokens, numbered 1 through n. Boys line up,
arranging themselves however they want. The boys at the head of the
line turn in their 1st race token and race their cars. Once everyone
has used their 1st race token, others can use their 2nd race token.
Multiple tracks and refreshments will help keep entrants and
spectators occupied. You can either have race officials keep track
of race results, or you can place stickers on the cars themselves
(blue=1st, red=2nd, etc.).
If you want to write your own program to deliberately schedule
round-robin races, the following prioritized rules work well for
assigning cars to each lane for each race.
Rule 0: Never schedule a car in more than one lane of the same race.
(Yes, this seems obvious. But if you don't design the rule into your
program,...)
Rule 1: Schedule cars for the same number of races each.
Rule 2: Given the above, schedule cars against different opponents as
much as possible.
Rule 3: Given the above, schedule cars in different lanes as much as
possible.
Rule 4: Given the above, avoid scheduling cars in two consecutive
races. (This helps the event run smoothly, because you avoid having to
rush a car from the finish line to the starting gate.)
Rule 5: Given the above, give preference to cars that have been
scheduled for fewer races so far. (This helps spread a car's races
throughout the derby event.)
Copyright © 1995, 1996 by Darin McGrew. Permission is granted
for individual and non-profit use and reproduction, provided that this
document remains intact with this copyright message clearly visible.
Commercial use and reproduction rights are retained by the author.
|