SYO Organisers Manual Page 1
5. Start
The organizer should appoint a team leader and three helpers and the team leader should appoint a deputy in order to develop expertise
5.1The organiser gives Team Leader …2 clocks, flipover clock and warning clock
tape,
canes,
signs,
spare pens,
sign with plan of maps.
Alternatively organiser can ask the Team Leader to prepare and collect the above.
The Planner usually delivers master maps.
The Team Leader marks route from car park/assembly to start. Ideally this route should not pass through the competition area, but if it does "OUT OF BOUNDS" signs should be displayed.
For both electronic and manual punching events, yellow and white course master maps (supplied by Planner) must be displayed before the start. Normally 3 are displayed at registration and one at the start.
When pre-marked maps are used, yellow and white course competitors will receive their maps at the start, with examples on display at registration.
The Start should be ready half hour before first start.
Whistles should be checked at the start as a "No whistle, no go" policy should always be in operation.
For either of the following types of event, a diagram of the layout of the master map/ pre-printed map area must be displayed at the start line.
5.2 Competitions using queuing starts and electronic punching:
The start grid usually consists of two boxes for each course marked out with tape, one behind the other, each about 2m x 0.75m square, (see Appendix 7).
All competitors' Sl cards should be checked using a single "check" station to ensure that they have been cleared. The Planner should provide at least one "clear" station at the start.
Usually one competitor waiting for each course will be able to start every minute.
It is usual for the Start team to advise competitors to 'step over the line' at -10 seconds.
With a "dibbing" (electronic) start, the starter should also explain to competitors that they must "dib" their Sl card at the start box.
The starter should indicate the location of the start kite
5.3 Competitions using timed starts and manual punching
The start grid consists of two boxes, each about 3m square, for competitors at minus one and minus two minutes prior to their start. The Planner will have provided 3 or 4 master maps for each course; they should be laid out in groups each clearly marked - Blue, Green, etc beyond the start line. Unless there is a guarantee of dry weather, the master maps must be under cover with red biros provided.
Competitors will be called up two minutes before their start times with the call-up time being shown on the flip-over clock. Where stubs are being used they will be collected, checked and kept in time order for each course separately. Stubs will be taken to the finish tent at regular intervals. Times on the control cards or course descriptions should be checked on the start line and the starter should indicate the location of the start kite. It is usual for the Start team to advise competitors to 'step over the line' at -10 seconds.
The danger periods for the Start team are at the beginning and end of the event. At the beginning they will be unfamiliar with the system and so it is a good idea to send 'dummy' competitors through the grid at times leading up to the first proper start time, to help sort out the synchronisation of call-up and start times. Towards the end there will be so few starters that it is easy to lose concentration.