Revision as of 23:16, 6 October 2008 by Jonesi
- A–B rallye
- a gimmick rallye where each Route Instruction has two parts (generally labeled A and B). Rallyists do only the part that can be done correctly first. On their score sheets, rallyists record which part they did (A or B), or whether both parts could be done at the same place (C).
- From the long running TSD trap concept, a gimmick based on rallyists not being allowed to execute two (generally consectively executed) Route Instructions at the same intersection.
- an instruction that is technically good, but which is designed to appear bad in an obvious way. In coursemarker rallyes, the CM for denying the apparently bad instruction is usually worth negative points. (see also fish)
- a gimmick that uses a distraction (e.g., an upcoming checkpoint, an upcoming traffic signal that marks the beginning of a traverse) to make it harder for you to notice some other gimmick (e.g., a street you are supposed to turn on).
- a location along the route where you stop your car and interact with rallye personnel, who might throw some more gimmicks your way.
- a posted sign (typically with a letter–number combination) used in a coursemarker rallye
- coursemarker (CM) rallye
- a gimmick rallye where rallyists encounter coursemarkers and record them on their score sheets. After recording a coursemarker, rallyists bring into effect a supplemental instruction that corresponds to the number on the coursemarker.
- the "answer sheet" distributed at the finish, which explains all the gimmicks.
- a coursemarker that is worth negative points, that rallyists have no reason to encounter. Fish are often located where they are visible from the route. (see also bandit)
- forced turn
- a location where the rallye road changes direction, but where rallyists can proceed in only one direction (excluding a U)
- general instructions (GIs)
- the ground rules for a rallye
- Monster Mash
- A long running Bay Area Halloween themed gimmick rallye dating back to at least 1969. Originally put on by SMART from the Stanford Shopping Center start, it was later presented by MIRT, before TRC adopted it in 1983. A common trait in recent years has several "monster" instructions, which affect signs, instructions, etc along the route. Generally only one (or two) are in effect at any given time.
- order of precedence
- a ranking of the instructions that are valid for a rallye, indicating which are higher in precedence (priority) than others.
- parallel sign
- a sign parallel to rallyists' direction of travel. Street signs identifying the street one is currently on are typically parallel signs.
- perpendicular signs
- a sign perpendicular to rallyists' direction of travel. Street signs identifying a cross street are typically perpendicular signs.
- photo rallye
- a gimmick rallye where rallyists identify photos that depict the view from their cars as they follow the Route Instructions.
- a "Reverse Aristotle" trap or gimmick written to appear the instruction cannot be done, but due to carefull wording in the Aristotle rule it actually can be done.
- question–answer (Q–A) rallye
- a gimmick rallye where various questions are interspersed among the Route Instructions. At the appropriate points in the rallye, rallyists record their answers on the score sheet.
- route instruction (RI)
- an instruction that directs rallyists along the rallye route
- special instruction (SI)
- a gimmick-free instruction that rallyists should just do in the obvious manner
- an instruction to travel from one location to another without looking for gimmicks. Rallyes often include a start traverse (to get from the start location to where the on-route gimmicks start) and a finish traverse (to get from the last on-route gimmick to the finish location), and may also include traverses from one section of the route to another.
- treasure hunt
- an event similar to a rallye, where participants use clues and puzzles to find streets or landmarks, and then plan their own courses to travel to these locations. Locations may provide information that is written on participants' score sheets. They may also provide clues or puzzles that direct participants to the next location.