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INDIVIDUAL · World Athletics · AFI

Athletics

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.

group

PLAYERS

Individual, with relays of 4

schedule

DURATION

Seconds to hours depending on event

stadium

PLAYING AREA

400 m synthetic track, field-event runways, sectors and roads

scoreboard

SCORING

Time, distance or height; combined events use IAAF points tables

HOW IT IS PLAYED

Core Rules

01

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.

02

False starts

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.

03

Lanes

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.

04

The finish

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.

05

Relay changeovers

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.

06

Hurdles

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.

07

Horizontal jumps

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.

08

Vertical jumps

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.

09

Throws

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.

10

Wind assistance

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

Fouls & Penalties

  • errorFalse start, lane infringement, or jostling and obstructing another athlete.
  • errorStepping over the take-off line in a jump, or touching the ground beyond it.
  • errorLeaving the throwing circle from the front, or touching the top of the stop board or rim.
  • errorReceiving assistance, pacing, or using unapproved footwear or technology.
  • errorRace walking: loss of visible contact or a bent knee — three red cards bring disqualification.

WHO DECIDES

Match Officials

  • sportsStarter and recall starter — control the start and rule on false starts.
  • sportsChief judge and track judges — determine finishing order and lane infringements.
  • sportsField-event judges — validate each attempt and take measurements.
  • sportsReferee and jury of appeal — hear protests and confirm results.

GOVERNED BY WORLD ATHLETICS · AFI

Play Athletics On A Real Arena

Book a floodlit, pro-standard venue and put the rulebook to work.

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