VI. How We Judge
RC DriftClub’s “Drift Showdown” championship points series, “Streetstyle” competitions, and other events sanctioned by RC DriftClub will all adhere to a universal rule set as listed below. All RC DriftClub events will follow these official rules.
Judging Specifics
A. How the Twin Battles are Judged
1. Definition of Position – 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.
2. Driving Line – Drivers are expected to complete a course lap following the same driving line as in qualifying.
3. Twin Battle Duration – A complete battle between two drivers will be at least 2-laps and no more than 7-laps (including regular battle, “Sudden Death” 1 and 2, and “Do or Die”, if required).
B. Lead Car Goals
1. Leading a Battle Lap: The front car is the “lead position”. It is easy to get a clean run while leading, and therefore you have an easier chance of completing a lap. The lead car will want to do the following:
- Drift a clean lap following the same line as in qualifying;
- Drift with tight apexes and smooth but aggressive lines;
- Drive the entire lap with as high a speed as possible;
- Keep or extend the starting distance between the lead car and the chase car;
- Do not commit a driver error
2. Losing a Battle in the Lead Position: The lead car may lose the battle lap if they:
- Drift off of the qualifying line;
- Drift an erratic lap with missed apexes and sketchy, uncontrolled, or overly aggressive lines;
- Drive the entire lap with a lower overall speed than what is expected;
- Cannot maintain the starting distance between the lead car and the chase car;
- Commit a driver error;
- Commit a driver error that results in the chase car passing and taking over the lead position;
- Fails to complete the lap (mechanical failure, etc.)
C. Chase Car Goals
1. Chasing During a Battle Lap: The second car is in the “chase position”. Precision and anticipation in this position can make or break the battle lap, but this position also enables the driver to showcase more skill. The chase car will want to do the following:
- Drift a clean lap following the same line as in qualifying;
- Mimic the lead car’s speed and angle through the course;
- Keep or reduce the starting distance between the lead car and the chase car;
- Do not commit a driver error;
- Execute a clean pass due to a chase car error.
- Drift off of the qualifying line;
- Drift an erratic lap with missed apexes and sketchy, uncontrolled, or overly aggressive lines;
- Drive the entire lap with a lower overall speed than what is expected;
- Cannot maintain the starting distance between the lead car and the chase car;
- Commit a driver error;
- Performs an illegal pass;
- Fails to complete the lap (mechanical failure, etc.)
D. Driver Errors (Twin Battle)
1. A driver error is defined as any loss of vehicle control, vehicle stall, vehicle spinout, or vehicle contact with a course marker or border that results in a crash. The specifics of each error (from least severe to very severe) are as follows:
2. Excessive Steering Correction / Loss of Vehicle Control -Any situation in which the judges feel that the driver makes excessive steering corrections to adjust the angle of their drift and/or loses control of the vehicle while executing a drift. This may/may not include a driver going off of the intended driving line.
3. Washing Out / Vehicle Stall – A situation where either the vehicle does not enter a corner on the proper line and drifts away from the apex (understeer), and/or the vehicle loses its drifting motion due to heavy braking or a high loss of speed, in an area of the course where a drift is expected to be performed.
4. “Tail First” entries – A situation where the vehicle’s rear bumper is leading the drift (a.k.a. “Ken Block” line), and the vehicle ends up in a stall position due to the extreme angle of the drift.
5. Vehicle Spinout – A situation where the vehicle over-rotates beyond the intended drift angle. For clarification, the general guideline for a “spin” is when the vehicle exceeds a 90-degree angle during a drift, in relation to the direction of the drift.
6. Contact Resulting in a Crash – A situation where the vehicle comes in contact with a corner marker, track border, track wall, or other vehicle resulting in a crash or spin as a direct effect of the initial contact.
E. Penalties For Driver Errors
1. Generally the severity of the error will dictate how many points the driver who commits the error will be docked. For example, a slight understeer will not dock a driver as many points as say, a spin or a crash.
2. Errors by both drivers are all assessed when formulating a lap score for each driver. Some errors, if identical and performed by both chase and lead car, may in effect “cancel each other out” so that both drivers will still be on even ground after both drivers commit the same error.
3. The most severe penalties are for spins or crashes. The penalty begins with a 0 score for the driver who commited the error. However, this DOES NOT automatically give the other driver a score of 10.
For example, Let’s say that driver A spins. At the point of the error driver A is penalized down to 0 points for that lap. Now then, if driver B (who did not initially spin) commits numerous errors during the remainder of the lap, driver B will risk losing points for not performing a good lap. any points deducted from driver B’s score will be given back to driver A.
Otherwise, if driver A spins and driver B drives a perfect lap, the score will remain 10-0 in favor of driver B.
F. “Sudden Death” Rule Additions
1. Increased Focus on Consistentcy – If two drivers reach a Sudden Death battle, judging will be similar to regular battle, but with an emphasis on driver consistency. In other words, both drivers will have to drive to the best of their ability, and any errors – even slight errors – will count against the driver who committed the error.
2. Duration of “Sudden Death” – If both drivers score a tie at the end of the first “Sudden Death” battle, then a second “Sudden Death” battle will take place. If both drivers score a tie at the end of the second “Sudden Death” battle, then they will continue under “Do or Die” rules. (see below)
G. “Do or Die” Rule Additions
1. Increased Focus on Agressiveness – If two drivers reach “Do or Die”, judging will similar to a regular battle, but with an emphasis on the chase car and their ability (or inability) to “take” the win from the higher seeded driver.
2. Advantage Goes to the Higher Seed – Because the higher seeded driver leads the lap, they have the course “free and clear” of any obstacles. They may drive the lap at their limit without having to worry about chasing another driver. The pressure is not on them as long as they drive a clean, fast, proper line with excellend drift angle and an excellent display of driver control.
3. Challenge Goes to the Lower Seed – The lower seed will chase for the “Do or Die” lap. Much like in a championship boxing match, the chase car (the challenger) MUST out-perform the lead car to take the win. The chase car must not fall behind, must drive aggressive but controlled, and must “stick” to the lead car in order to secure a win.
4. Duration of “Do or Die” – Any battle between two cars in “do or Die” mode will consist of only 1 lap, no more.
H. Other Notes on How We Judge
1. When a driver is judged, the judges take into consideration a combination of objective and subjective goals that the driver must meet in their performance in order to secure a lap win. We look at the following: driving line through the course, entry and exit speeds, angles of drift, proximity to apexes, walls, and the other vehicle, smoothness of transitions, amount of steering correction, aggressiveness, display of vehicle control, and defensive skill. It is NOT simply a race to the finish, nor is it just “hit three dots and you’re good” either.
2. “Apex Jumping” Error – In the heat of battle, it may be common for the drivers to try to cut the apex as close as possible. In the event that BOTH vehicles “nose hop” the apex of a corner while drifting (and the rear tires still are in contact with the ground), but both cars do not lose speed or control, the incident is generally disregarded. If only one vehicle performs a nose hop, the judges will determine if the move is considered aggressive driving or a driver error. For clarification, if the entire vehicle (lead or chase car) “jumps” over the apex of a corner (all four wheels leave the ground), it is considered an Apex jump, and a mistake – and will count against the driver in question.
3. “Kissing the Wall” – There may be circumstances where the track layout will have a section that might cause drivers to “kiss the wall” (while in mid-drift, the rear end of the car makes contact with the outside wall). If BOTH vehicles kiss the wall but maintain speed and control, the incident is generally disregarded. If only one vehicle kisses the wall, the judges will determine if the move is considered aggressive driving or a driver error. For clarification, if the entire vehicle (lead or chase car) kisses the wall but then immediately rides the side of the wall (no longer drifting but driving parallel to the wall), it is considered a driver error – and will count against the driver in question.
4. Mechanical Failure During Twin Battle – If a vehicle encounters a mechanical failure during the first battle lap, the driver will forfeit the remainder of that lap and may return to their pit to repair the failure. If the vehicle encounters a mechanical failure during the second battle lap, the driver will forfeit the remainder of that lap and has completed their battle. (see “Two-Minute Rule” below for more information.)
5. Battery Failure During Twin Battle – Please note that a battery at low voltage is NOT considered a mechanical failure, but we give more leeway if a battery needs to be replaced due to the continuous nature of twin battle. Drivers are still expected to be ready for battles with a charged battery pack already installed in their vehicle. (see “Two-Minute Rule” below for more information.)
6. Incidents of Contact During Twin Battle: If any vehicle-to-vehicle contact occurs during twin battle, the judges will examine each incident and determine if either/or/both drivers are at fault (and thus penalized accordingly).
F. The “Two-Minute Rule” (On-Track Emergency Situations)
1. There may be situations where a vehicle requires a quick-fix or repair done during the course of competition. In regards to these incidents, we have installed the “Two-Minute Rule” as outlined below:
2. In the event that a vehicle requires attention while in twin battle, the driver will be given two minutes to do any reasonable repairs needed to continue the battle. This includes swapping to a fresh battery, popping on tie rods, fixing a loose battery strap, etc.
3. If the vehicle cannot be repaired in time, or has been damaged beyond repair, the driver has the option to finish the battle using another competitor’s vehicle (borrowing a car to finish).
4. Driver’s who advance with a borrowed car must return to their original car for the next battle. If their original car is not repairable, they may continue to use the borrowed car for the rest of the competition. However they must use the same borrowed car for the rest of the event. If they end up in a situation where they must battle the owner of the borrowed car, then the owner of the borrowed car automatically advances to the next round of competition.
