Simple Rules for Track & Field Events
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Running Events
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The rules for running events are simple. Start at the starting line. Run as fast as you can. Stop at the finish line. If you start running before the starter says to (often by firing a blank from a pistol), this is called a "false start" and you might be disqualified. In some cases, athletes are given one warning before disqualification. For events shorter than 800 meters, athletes must stay within their own lanes. For events longer than 800 meters, athletes may shift toward the innermost lanes provided they don't crowd or touch other runners. The winner is the first to cross the finish line, often determined by touching tape stretched across the finish or via electronic measurement.. If there is an unresolvable tie, a winner is selected randomly from those tied for the win.
Specialized running events include hurdles (where athletes jump over an obstacle while running) and relays (where athletes take turns running a total distance). These events will have special rules for how those tasks need to be handled.
Throwing Events
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Javelin, hammer throw and shot put are common throwing events for track and field. The goal of these events is simple: Throw an object farther than everybody else. Athletes start behind a line. They throw the object according to a specifically defined method. If the athlete crosses the line, their throw is called a "scratch" and does not count for scoring. The throw is measured in linear distance from the line to where the object landed. Athletes are usually allowed three tries. In most cases, only the best try counts although some events measure a total of the three distances.
Jumping Events
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For jumping events, the athlete runs down a runway and jumps either as high or as far as she can. Different events have different rules for how the run before the jump can be performed. After running, the athlete jumps without setting a foot down on or past a line. Most running events have a pad or sand pit so athletes can land safely. If the athlete's foot touches the ground past the line before a jump, that jump is a "scratch" and scores zero. When the athlete's foot touches ground after the jump, distance is measured from the line to that point. If the athlete falls backward after landing, the distance is measured to the the point of contact closest to the line. Athletes are usually allowed three tries. In most cases, only the best try is counted, although some events measure a total of the three distances.
Vertical jump events (most commonly high jump and pole vault) use the same basic rules except for measurement of distance. In vertical jumping, athletes set a height goal which is marked by a bar. If they clear the bar, they score for that round. In some events, athletes get three tries. In others, athletes get to keep trying on progressively higher bars until they fail (sometimes getting multiple attempts).
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