SECTION 3 Standard Event Rules
Part A: Assigning Chassis
At the start of a “club car” race night, the Commissioner or designee will assign two chassis randomly to each driver, starting with the driver lowest in points.
Part B: Practice
Groups of three or four drivers (depending on total number of entrants) are selected for warm-up periods. The drivers will be grouped by championship points, starting with the low point group first.
1. Regular events: 5 minute practice sessions.
a. All cars must have bodies on their chassis during practice or any on-track activity at all times.
b. At the completion of practice, drivers will return the one unwanted chassis to the chassis master or chassis box.
2. “Open class” events practice will be 6 minutes.
Part C: Qualifying
1. Oval tracks (Non-HO Indy 500 events)
a. Order determined by the finish in the last event held in the series. Drivers that did not participate in the previous race qualify first, followed in reverse finishing order of the last event.
b. Each driver will complete 4 laps, total time will determine the qualifying order. If two or more drivers have identical times, the driver with the fastest single lap gets the position.
2. Road Courses
a. Group qualifying with the groups randomly chosen.
b. Each group will drive for 30 seconds in each lane, with an orderly rotation.
c. The fastest individual lap by each driver will determine the order. If two or more drivers have identical times, the driver who posted the time first gets the position.
Part D: Heat Round
1. Heats will be filled in one of three ways, to be selected by the computer following qualifying:
b. Fastest to slowest grouped together, lane selection will be randomly chosen, slower heats race first. (when there are fewer than 12 drivers, the 4 car heats
will be the slower groups)
c. Driver's Choice: Starting with the slowest qualifier, each driver will choose the heat and lane they wish to start from.
i. Each driver will be allowed 30 seconds to choose their lane and heat.
2. When there are 13 or more entrants:
a. There will be a five-minute heat race among the slowest four qualifiers.
i. 13 entries: qualifying positions 10, 11, 12, 13 race for three positions in heats
ii. 14 entries: qualifying positions 11, 12, 13, 14 race for two positions in heats
iii. 15 entries: qualifying positions 12, 13, 14, 15 race for one position in heats
iv. 16 or more entries: positions 16 or lower DNQ, then 2.a.iii for positions 15 and higher
2. Heat Race combinations based on number of entrants:
a. 12 = Three groups of 4 each. Each winner advances, and second place finisher with the most laps
11 = Two groups of 4 and one of 3. Each winner advances, and second place finisher with the most laps
10 = One groups of 4 and two of 3. Each winner advances, and second place finisher with the most laps
9 = Three groups of 3. Each winner advances, and second place finisher with the most laps
8 = Two groups of 4. Each winner and the two highest lap totals of the finishers in either heat.
7 = One group of 4 and one group of 3. Each winner and the two highest lap totals of the finishers in either heat.
6 = Two groups of 3. Each winner and the two highest lap totals of the finishers in either heat.
5 = Pole winner automatically advances to the final, is credited with a heat win. One heat is run, the winner and the top two other finishers advancing.
3. Heats of 10 minutes each are run.
a. At halfway the power is shut off.
b. The computer makes a random lane switch.
c. The cars cannot be touched by the drivers during the break.
d. Cars are placed into the new lane at the point where they stopped for the break and the race is resumed.
4. The highest lap total from each heat race is the winner.
a. Total laps and sections are counted from second place finishers in a three heat event. The second place car with the most laps and sections of a lap advances to the final.
b. In a two heat race event the winner and then the lap and sections are counted for second and third place cars.
c. In the case of a tie, drivers have equal laps and sections, a coin toss shall determine the winner, if 3 drivers tie, highest in points is out and the remaining two drivers will flip a coin to determine who advances to the final.
Part E: Final Four
1. The final is run for 20 minutes or the number of laps specified in the name of the event.
2. Lane selection will be based on qualifying order, with highest qualifier choosing first.
3. Pit Stop cards are to be shuffled and cut before the event by the person lowest in the standings among the Final Four drivers.
4. A random lane switch at the halfway point of the race.
5. After the halfway break, pit stops are made. The Pit Stop cards each have a pit stop scenario to be followed by the driver, who must stop within the pit box before the clock begins on his stop. The leader is called in first, and then each position following that comes in one by one.
6. The winner and subsequent positions are determined by the location of the cars on the track when the time runs out and the power is cut to the track or in the case of a lap total race, the first car to cross the finish line on the designated lap, remaining positions are determined by location on the track, as power will cut when the lap total is reached.
Part F: Non-Final Four Finishing Order
The final order of the field not competing in the Final is determined by laps completed, sections are not counted. Ties are broken by the higher qualifying position.
SECTION 4 Racing Rules
Part A: Checkup
If another car is blocking your lane in any way a driver must stop or at least slow down until the accident is cleared. Failure to checkup as called by the marshals will result in verbal warnings per the warning procedure described in Sec. 4, Part I.
Part B: Clearing Cars
At the end of each race round, marshals shall clear the track of cars and place them into the pits. Drivers may not touch their own cars until the start of each round, where there will be a minute provided trackside prior to the round for car maintenance.
Part C: DNFs
1. DNF stands for Did Not Finish. A driver is scored with a DNF if his car leaves the racing board (The entire car clears the edge of the board/table surface at any point) during a race, except for reasons listed in Sec. 4, Part C.2. Controller holders or boxes are not considered part of the board. That car’s finishing position will be determined by total laps completed up to that point.
a. A DNF cannot be caused by a lane jump. If a car jumps into another lane and then leaves the board, it is not a DNF and the driver is allowed to continue from the point of the incident.
b. If another driver causes your DNF by clearly not following the checkup rule. A car is hit by another car that clearly had time to react and check-up but did not.
c. A car was clearly in an area that marshals could not get to in a timely fashion and it was hit.
d. A marshal cannot cause a DNF, if a car hits a marshal’s hand as they replace a car to the track it is not a DNF. (The Rotter Rule)
e. If there is any question to the validity of a DNF during an event, marshals may make a track call to discuss.
Part D: Interference
There shall be no driver interference with another car or another driver either on or off the track. Interference with another driver or another driver's car on track will bring a penalty called by marshals.
Part E: Lane Jump
If a car jumps from its lane to another, a driver or marshal must call out "LANE JUMP" or words to that effect. The power is then cut and the correction made before the race is started again.
Part F: Marshal Abuse
Drivers shall not be verbally abusive to marshals. A marshal may call a penalty on a driver, if that marshal feels the driver has been overly abusive to a marshal.
Part G: Rough Driving
There shall be no rough driving. If a marshal feels a driver is guilty of driving with recklessness at any point in a race that marshal may use warnings per Section 4 Part I. Continued reckless driving may result in being black-flagged.
Part H: Track Call
A driver may make a track call if there is a major problem with the facility. A marshal may make a track call in the event of an unmarshalable car or situation. A track call means the power and clock are stopped until the situation can be corrected. This may include controller trouble...track separations...power problems.
Part I: Warnings
The general rule infraction procedure on race nights as follows:
1st warning--Verbal warning
2nd warning--Probation for the next race. This means any warning at the next race and the driver loses five (5) championship points at that event.
3rd warning—Immediate loss of five (5) points and probation for the next race.
4th warning--disqualified from the event and probation for the next race and loss of five (5) points. Disqualification means no points and no stats.
Part J: Protests
Any driver complaints about possible rule infractions during a race must be reported to the Commissioner on race night of the alleged infraction to make it a formal complaint. Then the commissioner or his office shall set up a review of the complaint and issue a ruling before the next event.
SECTION 5 Technical Rules
Part A: Club Cars
The IndySlotCar Series will keep and maintain all chassis used for “club car” events. The cars are as equally prepared as possible.
Part B: Club Car Chassis Servicing
Pickup shoes and tires may be cleaned. No oiling. All work on cars must be done only at announced times for car prep and only at trackside. No cars can be worked on in any other areas of the racing facility.
Part C: Car Body Rules
1. The only car bodies allowed at all IndySlotCar Series events is the DaboilerTM TS-23.
a. DaboilerTM shall charge $20 for two full chassis (one road/street, one oval).
b. DaboilerTM will include replacement wings or other parts.
c. The “Road and Street Course” body must be used for those events designated as such.
d. The “Oval Track” body must be used for those races.
e. Failure to present a DaboilerTM TS-23 body for an event will result in disqualification.
f. Previous DaboilerTM bodies are allowed for practice sessions only.
2. The exterior of the body shape may not be altered.
a. The outer surface may be sanded to allow for painting, it cannot change the shape of the exterior, including wings, floor, sidepods, roll hoop, aero screen.
b. A body that breaks a wing or any other part, must order a replacement from DaboilerTM.
i. A car that sustains damage at an event, may complete that event with the damage.
ii. After the event where damage is sustained, an order to DaboilerTM must be placed. If DaboilerTM is unable to fulfill an order until after the next event, the entrant will be given a one race damage waiver.
iii. An entrant that fails to place an order or fails to repair damage after receiving the replacement part will receive a 10-place starting grid penalty.
3. The inside of the body can be altered, but it cannot affect the chassis clip or change the exterior shape.
Part D: Controllers
Drivers must use only the controllers provided at the track, and no changes shall be allowed to those controllers. If a controller is determined to be malfunctioning, a replacement will be installed that meets with minimum standards for competition.
Part E: Tires
For club car event, the tires that came with the chassis must remain on the car at all times, unless excessive wear is detected. Replacement tires are supplied by the series.
Part F: Traction Aids
The use of any traction aids is not allowed.
Part G: Working On Cars During A Race
During a race or qualifying only a driver may work on their car and only during green flag conditions. No working pit crews allowed.
Part H: Open Class Chassis Event Rules
1. 440x2 slot cars in original configuration as sold by the manufacturer, i.e. Tyco (pre-1999) or Hot Wheels Electric Racing (1999 - current).
2. Inspections of the cars will take place before qualifying.
3. A random selection of participants will conduct inspections.
a. 1st inspector: checks motor, chassis and body for any modifications listed in Sec. 5, Part H.4.
b. 2nd inspector: A Series designated magnet will test for too strong of magnets on the cars.
c. 3rd inspector: A Series designated slot will check that wheels and tires are not too wide.
4. Modifications or chassis types allowed/disallowed:
a. No wide gap armatures.
b. No alterations to stock dimensions or shape of chassis.
c. Axles may be replaced.
c. Front and rear tires and hubs may be replaced.
d. Stock traction magnets only.
e. Pickup shoes may be replaced.
f. Pickup shoe springs may be replaced.
i. Only one set of springs may be used on each pick-up shoe.
g. Gears may be replaced with non-stock gears of any material and tooth count.
h. No modifications to guide pin
i. No motor modifications
j. Miscellaneous: No excessive oiling permitted. Excessive defined as oiling which leaves residue on track surface or as deemed so by inspector.
SECTION 6 De-Slot Race Rules
Part A: Chassis assignment/Practice/Qualifying
See Section 3 Parts A-C.
Part B: Heat races
See Section 3 Part D plus drivers are allowed two free de-slots in the standard 10-minute race. On the third de-slot in a heat, the driver is scored with a DNF. If only one car remains, that driver advances to the final without having to complete the full time.
Part B: Finishing Order for Non-Final Four Participants
Drivers who complete the full length of the heats finish ahead of DNF drivers. In other words, if someone went 100 laps and then DNF’d, the driver still running at the end takes the position, even if they only finish with 80 laps. See Section 3 Part D.5 for filling the final.
Part D: Final Four
See Section 3 Part E. There are three free de-slots allowed, on the fourth a driver is scored with a DNF. If only one driver remains, the race and clock are stopped immediately and that driver is declared the winner.
Part E: De-Slot definition
A car that is unable to continue under its own power in its own lane due to the guide pin being out of its own slot.
a. A spin out or stall or going backwards in your own lane is NOT a de-slot.
b. A crash out of your lane and right back in and able to continue is NOT a de-slot.
c. A lane jump into another lane IS a de-slot.
d. A de-slot caused by another car’s crash IS a de-slot if the situation is not due to a marshal unable to clear a crashed car.
e. normal DNF rules also apply, see Section 4 Part C.
SECTION 7 March Madness format
Part A: Chassis assignment/Practice/Qualifying
See Section 3 Parts A-C.
Part B: Seeding
1. Qualifying will determine the seeding of the head-to-head bracket format. Pole winner receives one championship point.
Part C: Brackets
1. Drivers will be distributed into a standard playoff bracket determined by the total number of participants.
2. When there are nine to 16 entrants, a first round will be contested. Round one winners will advance in a predetermined bracket. With eight or fewer entrants, the bracket starts with the quarter-final round.
Part D: Head-to-Head (Match) Racing
1. The usual racing rules of SECTION 4 apply to all March Madness races.
a. DNFs may be waived by local rule.
2. For each race
a. The highest seed chooses the lane they wish to start the race in.
b. The lower seed chooses from the three remaining lanes.
c. At half distance the power to the track is cut,
d. The cars swap lanes into the lane their opponent was in for the first half.
e. The winner determined by lap total and distance on the track when the power is cut.
3. Specific Round Rules
a. First round races are one minute, 30 seconds in each lane.
b. Second round (Quarter-finals) are two minutes, one minutes in each lane.
c. Semi-final round are four minutes, two minutes in each lane.
i. Each driver who advance to semi-finals receive credit for a heat win and one championship point.
d. Final is eight minutes, four minutes in each lane. Including pit-card pit stops just after halfway.
5. Final Finishing Order is determined by the total number of laps completed within in each round.
a. Drivers with a lap total higher than a driver in a later round cannot rank higher. (e.g. Driver A loses in first round with 50 laps, Driver B loses in second round with
40 laps. Driver A ranks lower for the night)
SECTION 8 HO Indy 500 Rules
Part A: Qualifying
1. The order of qualifying is determined by a random draw that is held at the track on carburetion night.
2. A total of 50 minutes will be allowed for all of qualifications. Any driver on the track when the gun sounds may complete that run.
3. Standard car selection applies. However, instead of returning the second car after practice, this second car will be used as the back-up qualifying car. Unqualified cars are available to the field upon discretion of the driver/owner.
4. All four-lap total-time qualifying attempts are run in Blue Lane.
5. Cars are lined up in the pits in the order of the original random draw. Any car that waves off or pulls out of the line must go to the back of the qualifying line.
6. The top eight fastest times for four laps advance to the field of eight for heat races.
7. Each run is allowed up to a one-minute warm up. At any point before that minute the driver must indicate to begin his four-lap attempt. The attempts begin with a flying start, as the computer begins counting when a driver passes the start/finish line.
8. Each car is given three attempts to qualify. Each car/driver may wave off up to two attempts. To wave off an attempt a driver must not have taken the checkered flag (completed the fourth lap). A driver cannot wave off a third attempt.
9. After a wave off (driver simply waves his hand and verbally indicates a wave off) the car goes to the back of the current qualifying line.
10. No work on the cars is allowed during the time in the qualifying line. Any work on the car must be done during the one-minute warm-up time.
11. If a car is bumped from the field, that car is no longer allowed in the competition.
12. If a driver’s car is bumped or after a field of eight cars have qualified, a driver may choose to pull a car out of the field and place a backup car at the back of the qualifying line.
13. A driver shall keep the body from his original car on all cars the driver is attempting to make the field in.
14. Positions/points awarded P-9 through the field according to qualifying times.
Part B: Racing:
1. A five-minute Consi race for two points is run after the heats. Last place up through a field of four competes. If eight or fewer entrants: no Consi.
2. Heat races
a. Top eight select heat and lanes in qualifying order.
b. Top two from each heat qualify for the final.
c. See Section 3: Part D.3 and 4
3. The 1000 lap final race:
a. All standard Section 4: Racing Rules apply.
b. 200-220 laps: Fuel stop window #1. Each driver must proceed to the pre-measured fuel water cup) and fully consume the water in the cup matching the driver’s lane color, without excessive spilling and the cup placed back on the fueling board upright before the driver returns to his controller. No running once inside the pit lane line. If marshals see infractions of pit rules during any stop a driver may be called in to make a 5-second stop-and-go penalty.
c. Lap 250: LANE ROTATION: When the leader reaches 250 laps, power is cut and cars are rotated in orderly fashion one lane over.
d. 400-420 laps: Fuel stop window #2. Same rules as in Section 7 Part B.3.b
e. 500 laps: Power to the track is stopped. LANE ROTATION.
f. Tire change re-start. Each car is placed at the fuel board where there is also a sealed set of new tires waiting. On a marshal’s signal to start, the power to the track and the clock are started again as all four drivers change the rear tires from the ones on their car to the new set. Tools to open the package of tires are allowed. Upon changing to the new set of rear tires (which must be done standing at the fueling board) the driver takes the car and puts it inside the pit box on the track in his newly designated lane color and goes to his controller position to resume racing in the new lane.
g. 600 laps: Pit Card round of stops as per Section 3 Part E.3 and E.5
h. 700-720 Fuel stop window #3. Same rules as in Section 7 Part B.3.b
i. Lap 750: LANE ROTATION: Cars are rotated to the final lane that they have not yet run.
g. Lap 1000: Finish - Winner drinks milk, takes shot from Cianciola-Kristof Jim Beam trophy