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.
Table of Contents
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 accomodate
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 accomodate
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 procedings. One can accomodate 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 managable. 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 has 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 accomodate 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 accomodation 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.