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Wednesday, September 08, 2010 ..:: Racing » Slot Car Rules ::.. Register  Login
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General rules for all classes unless otherwise stated:

Novice Exception for 2009

Spec Ferrari Car is legal in all classes for novice class racers

1. Cars should be stock with the following exceptions.

  • You may glue and true the tires.  Slight beveling of the tires may be done, but not excessive rounding to purposely narrow the tires.
  • Silicone tires are now allowed in all classes.
  • You may put in any copper or aluminum braids.
  • You may trim wheel wells to insure proper tire clearance.  No grinding with intent to lighten body.
  • You may glue in magnet or tape in magnet.
  • Spacers may be used to prevent wheel slop.
  • Cars may be painted or decorated as you wish.
  • Cars with hinged chassis may have a small hole drilled in the body for adjusting the motor pod.
  • Chassis may not be modified unless expressed by that class.
  • All cars must have an interior unless noted in that class.

 

 2. Items which are strictly prohibited:

  • You may not add or alter any magnet unless defined in the rules for the class.
  • Motors must be stock.  If the motor has to be changed, it must be a direct replacement for the vehicle.
  • Tires must be direct factory or silicone tires for that vehicle.  No changing tires from one car to another.
  • No changing of gear ratios, stock gears must be used in all 300 & 325 classes and No Magnet classes.
  • Two piece chassis cars may add spacers to help with the hinge of the chassis.  Formula One cars may not add any spacers to the tops of magnets to bow the chassis any more than the magnets themselves.

 

 1/32 Scale Classes:  See class list for current details.

No-Magnet S CLASS  (No Magnet Silver Can) 

  • Any standard 2wd full bodied car from Fly, Ninco, Scalextric, Monogram, or SCX.  Must run stock silver can standard motor that comes with the car.  Only Ninco NC2’s can be run in Ninco cars, and car must have come with that motor originally.  Any silicone tire is allowed to be trued to desired height.  You may add any amount of additional weight inside the body of the car.  You may place it where you wish within the body.  Designed to be a slower no-magnet car setup class.

 

Silver Can 250 class.  

  • Any open or closed cockpit car with full interior.  Any car with a suspension setup is prohibited.  Any car not originally equipped with one of the legal motors is prohibited.  Only stock silver can Scalextric, Fly Standard, or Ninco NC2 motors are allowed. 
  • You may have up to 250 on the Magnet Marshall. Designed to be a driver’s class.

Spec Ferrari CLASS 

  • The Scalextric Ferrari F430 car with any body GT2 or plain F430 body.  You must run stock motor that comes with the car, or a direct OEM replacement.  Spec tire or stock tire must be run, MaxxTrac Tires #M21.  You may only have 225 on the Magnet Marshall.  Designed to be a spec class where driving skills are more important than car setup.

No-Magnet 2 CLASS (No Magnet better cars) 

  • Any standard 2wd or 4wd full bodied car from Fly, Ninco, Scalextric, Monogram, Pro-Slot or SCX.  Any silicone tire is allowed to be trued to desired height.  You may add any amount of additional weight inside the body of the car.  You may place it where you wish within the body.  Designed to be a car setup class.   Fly Racing Cars, Ninco special edition no magnet cars, and any cars with aluminum wheels not allowed in this class.

 

Magnet 300 class

  • Any open or closed cockpit car with full interior.  Fly “Racing” series cars are prohibited.  Any Slot-It, Ninco, Scalextric, or Fly Racing motor is allowed.  Designed to be a high speed class.
  • You may have up to 300 on the Magnet Marshall.

 

Magnet 250 class.

  • Any open or closed cockpit full bodied car with full interior from Fly, Ninco, Scalextric, Monogram, Pro-Slot or SCX.  Fly “Racing” series cars are prohibited.  Any Ninco, Scalextric, SCX or Monogram motor is allowed.  Designed to be a high speed class.
  • You may have up to 250 on the Magnet Marshall.

No-Magnet Unlimited CLASS 

  • Any 2wd or 4wd full bodied car from Fly, Ninco, Scalextric, Monogram, Pro-Slot, or Slot-It or SCX,.  May run any 1/32 motor.  Fly Racing bodies are allowed as are any gears.  Any tire is allowed and may be trued to desired height.  Aluminum rims are allowed on any cars in this class.  You may add any amount of additional weight inside the body of the car.  You may place it where you wish within the body.  Designed to be a fast class.

 

All rules will be enforced by Race Steward.

General Rules for racing:

    1. You must be courteous to all other drivers, spectators, and employees.  Failure to do so will result in expulsion from the premises.

    2. The Hobby Shop Raceway will supply you with a controller.  If this is not to your liking, you may purchase your own controller, so long as it does not exceed $100 in retail cost.  Professor motor 1/32 controller, or Parma single barrel controllers are acceptable.  You will be responsible for ensuring that it plugs into our track system.

    3. You must be on time to your Turn Marshall Post.  We will not wait to start a race for you, and penalties will be imposed as noted in the “Turn Marshalling” section.

    4. You must be on time to the starting grid for your race.  We will start without you, and you will not be allowed to make up that race.

    5. You must be signed up, and have your race fees paid prior to the first qualifying run.  We may not be able to accept any late entries.  If you are going to be late, feel free to call ahead, and we will place your name in the appropriate class areas.  We will not wait to start races for you, but you will get to race that evening.  You must pay your race fees prior to running your first qualifier. 

Qualifying and assignment to a Main.

    1. You will have a chance to post your best qualifying time.  You will run in each lane as with a group of 4 racers in that class.  Each lane has a number, and you will be assigned a starting lane number on your qualifying run.  The next time you run, you will go up one lane.  Thus, if you started your first run in lane 2, your next run is in lane 3, and so on.

    2. The top 3 from each class will then run together in an “A Main” race.  The next 3 together and so on till all racers are placed in a main.  We start in the lowest main (slowest group of qualifiers), and the winner of that main moves up to race against the next fastest group of qualifiers.   So theoretically, the last place qualifying car can end up winning the “A-Main” race, and win the racing for the night.

    3. The top qualifier in the “A-Main” will have lane choice, with the second highest qualifier in that main receiving next choice, and so on. 

Turn Marshalling:

    1. As cars routinely leave the track’s slots, there will be “Turn Marshalls” for each run.  After completing your qualifying or Main race, you will then be required to “Turn Marshall” for the next group of racers.  If you are unable to “Turn Marshall”, it is your responsibility to find a replacement.

    2. As a lot of smaller children will be racing, we will have a minimum height requirement (48 inches) for “Turn Marshalling”.  As with amusement parks, this is for their own safety, as well as the safety of others.   If a child does not meet the minimum height requirement, it is the responsibility of the parent to find a suitable replacement.

    3. “Turn Marshalling” is such an important part of racing that we need to install a penalty for anyone failing to Marshall a race he/she has been assigned to.

  • 1st time is a warning, and 1 lap or 10 seconds removed from the best time.
  • 2nd time is elimination from that class of racing for the day/evening.
  • 3rd time is expulsion from the premises.

 

 4.  As a Marshall, it is your responsibility to get the cars on the track quickly, and on the correct track.  There will be one warm up lap for all cars.  During this lap, notice the cars in your assigned area, and the lane that they are in.  This will greatly assist you in placing the cars on the track in the correct lane.

    5. Failure to consistently Marshall correctly will result in elimination from a class.

    6. Remember, the car you Marshall this round, may be the person who Marshall’s you in the Mains.  So do unto others, as you would have them do unto you. 

What if you feel someone is violating the rules:

    1. Inform the Race Marshall.  They will then “Tech” the potentially offending car.  If that car is found to be within the rules, you owe the accused racer $1 and an apology.  If the car is found to be violating the rules, that person will be disqualified, and may be expelled from racing for a period of 3 weeks.

    2. Remember, this is supposed to be fun, don’t ruin it by cheating!

 


  

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