The start
Races up to 400 m use starting blocks and a crouch start with the commands 'On your marks' and 'Set'. Longer races use a standing start. A reaction faster than 0.100 s is deemed anticipation and is a false start.
INDIVIDUAL · World Athletics · AFI
Athletics gathers running, jumping, throwing and walking events under one code. Track races are decided by finishing order, field events by the best distance or height achieved, and combined events by a points table. Every result is measured objectively, so the rules concentrate on fair starts, legal technique and valid conditions.
PLAYERS
Individual, with relays of 4
DURATION
Seconds to hours depending on event
PLAYING AREA
400 m synthetic track, field-event runways, sectors and roads
SCORING
Time, distance or height; combined events use IAAF points tables
HOW IT IS PLAYED
Races up to 400 m use starting blocks and a crouch start with the commands 'On your marks' and 'Set'. Longer races use a standing start. A reaction faster than 0.100 s is deemed anticipation and is a false start.
In individual events a single false start disqualifies the athlete immediately. In combined events one false start is permitted across the field before disqualification applies.
Sprints up to 400 m are run entirely in lanes; the 800 m breaks after the first bend. Stepping on or inside the inner kerb, or leaving your lane and gaining an advantage, brings disqualification.
Placing is decided by the torso — not the head, arms or legs — reaching the vertical plane of the nearer edge of the finish line. Photo-finish equipment resolves times to a hundredth of a second.
The baton must be exchanged within a 30 m takeover zone. Dropping the baton is not itself illegal — the athlete who dropped it must recover it without impeding others — but exchanging outside the zone disqualifies the team.
Athletes may knock hurdles over, but deliberately doing so with the hand or foot, or trailing a leg outside the plane of the hurdle, is a disqualification.
In long and triple jump the take-off must be behind the leading edge of the board. Distance is measured from that edge to the nearest mark made in the sand. Six attempts are allowed, with the best counting.
High jump and pole vault athletes choose which heights to attempt. Three consecutive failures at any point end the competition, and ties are broken by fewest failures at the final height cleared.
Shot, discus, hammer and javelin must land inside the marked sector, and the athlete must leave the circle or runway from behind the centre line after the implement lands. Javelin must land point-first.
In sprints up to 200 m and the horizontal jumps, a following wind above 2.0 m/s means the mark cannot be ratified as a record, though it still counts for placing.
WATCH OUT
WHO DECIDES
GOVERNED BY WORLD ATHLETICS · AFI
Book a floodlit, pro-standard venue and put the rulebook to work.
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