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Enduro Basics

The purpose of this publication is to give you the basic information that you need, in a simple form, to help you understand the basics of timekeeping. We will start with some definitions.

Term Meaning
Key Time This is the actual time of day that the enduro starts, and is the time that the club will use to calculate your arrival time at a checkpoint. Most enduros use 8:00 AM, but actual key time can be any time.
Bottleneck A portion of the course that is difficult and causes riders to back up and block the course for other riders.
Checkpoint A place on the trail where the club marks your time to see exactly what time you got there. A standard checkpoint is marked with a red and white flag.
Check-in A checkpoint placed at the beginning of a test section to insure that you don't enter the section early.
Check-out A checkpoint at the end of a test section to accurately measure the time that it took you to ride the section. These checks are often tie-breakers and your time will be taken to the second to measure exactly how long you took.
Known Control A checkpoint whose location is disclosed by the club. You may arrive at a Known control up to fifteen minutes early without penalty, but you can't leave until your time comes up. The finish of an enduro must be a known control, unless announced differently in advance, in which case, you can leave early. A known control is marked with a yellow flag.
Tie-breaker Check
or Emergency Check
A checkpoint marked with green and white flag. The club will take your time to the exact second. These checks are usually at the end of a test section.
Observation Check Sometimes called a "Visual", marked with a white flag. These checks are set up to make sure that everyone follows the course as marked, and don't take any shortcuts.
Test Section A portion of the course where the average is raised up to a speed that you can't maintain with a check-out at the end. There will usually be a checkpoint at the start of the section.
Speed Average The rate of speed that the club expects you to ride. Most common averages are 15, 18, 20, 21, 24, 30 and 36 mph. This can also be expressed in tenths of a mile per minute. This can easily be calculated by dividing the 60 minutes in an hour into the speed average. So 60 div. into 18 = .3 tenths, 60 into 24=.4 tenths, and so on. Some averages will be "uneven". 60 into 20=.3333333 or 1 mile in 3 minutes.
Possibles The places on the course within the rules that the club may place a check.
Free Miles Mileage after a check that the club cannot have a check. The rules say that checks cannot be within 3 miles of each other. So if you go through a check, at 24 mph, .4 tenths per minute, at 3.2 miles, then the next check has to be at least 3 route sheet miles away. So from 3.2 to 6.2, there can't be a check. And since checks must be on "even" tenths and minutes, the next check has to be at or past 6.4.
Free Time This is like a "time-out". The club will usually give you free time after a test section to help get you back on time so that you don't have to speed or take chances on other parts of the course, particularly roads.
Gas Stop A location designated by the club for refueling. Most of the times the club will take your cans on a trailer to the gas area. You should put your riding number on the can or cans.
Mileage Marker A sign along side the course that displays the official mileage. Remember, It may not be right, but it's official. Always reset your odometer to the club's mileage.
Reset A course mileage adjustment to either give you some free miles to help get you back on time, or to adjust the course mileage to help the club design the course.
Number The club will assign you a riding number that corresponds to the minute past key time that you start. Your number will also have an a, b, c, d, or e after it and that is merely to tell you from other riders that are on the same minute.
Minute The 60 second window of time that you are given to ride in. You can arrive at a check one second past the turning of the minute, or 59 seconds past, and still be scored as on time. You will hear riders talking about riding at the "top" of their minute ( 1-10sec.) or in the "middle" of their minute ( 25-35 sec.).
Zero Slang for arriving at a check on time. Zero points are lost if you are on time, hence you "zeroed" the check.
Rollchart This refers to pre-calculated information that you are allowed to carry on your handlebars that will tell you the location of every possible check, and the exact time that you should be there. It will also give speed change, reset, free time and gas stop information.
Rider's Meeting All enduros have a meeting of all entrants one hour before Key Time. You should attend this meeting because the club will explain any last minute changes, show the course markings, tell where the start is, gas stops, and a lot of other useful information. It also a good place to get acquainted with he other riders.


The simplest explanation of an enduro is that it is similar to an auto rally, in that you must maintain a very precise time schedule and attempt to arrive at each checkpoint at the exact time prescribed by the club, and as shown on your roll chart. If the speed average is slow, and the trail is easy, this is easy to do because it is a simple mathematical calculation, and your roll chart will tell you exactly at what time to be at every spot that there can be a check.

Part of the skill of a good enduro rider is acquiring the discipline to go slow when you could easily go much faster. The club will typically put in some terrain on which you cannot maintain the speed average, and that is what determines who has the best riding skills. So, an enduro will test your timekeeping ability, your discipline, and your riding ability. You lose one point for each minute that you are late to a checkpoint, but you lose more if you arrive early; two points for the first minute, and five points for each other minute, so you can see why you must develop the discipline to go slow when necessary.

You will be given a scorecard when you enter, and it will have your name, class, and riding number on it. Attach it to your front fender so that it is easily accessible by the checkpoint people that will be marking your card. If your fender is not perfectly flat, then you should use some sort of back-up plastic that will provide a smooth surface for the checkpoint people to mark on. The "MOOSE" scorecard holders work very well, protect your card and are inexpensive. Riding numbers are usually available at sign-up, and you should put your number on the front number plate of your bike, and remove any extra numbers that may confuse the check workers. Take your gas can or cans with your numbers on them to the gas trailers provided by the club. After you do all this, about ten or fifteen minutes before your starting time, you should head to the starting line. Your watch should be set back by the minute of your riding number so that your watch shows key time when you leave the starting line.

Since you don't get to pre-ride an enduro course, you must rely on the course markings, danger arrows, and your own ability to read the terrain to negotiate the trail safely and quickly when required. For your first few enduros, concentrate on riding at your comfortable pace; don't ride "over your head" or further than you can see. You take too big a chance of crashing, and if you crash, you may damage yourself or your bike to the point that you can't finish. There is an old enduro maxim that says "To finish first, first you must finish."

By rule, there cannot be a check for three miles, so you can ride early safely to 1 tenth before the first "possible" shown on your roll chart. Take a short break there if you are early, and double check your bike and equipment, and reset your speedometer to the official club mileage shown at either 2.9 or 3.0.

You will probably see the experienced riders riding fast for a few tenths, then slowing down, waiting for a few seconds, then riding hard again. They will stop before going over a hill or into a thick clump of brush and wait until they are exactly on time. Then when they pop over that hill and there is a checkpoint, you might think they were cheating and knew where the checks were located. No, they are just "riding the possibles." Remember what we said in definitions about checks, by the rules, must be on even tenths and minutes? That means that the club must follow strict rules about where checks are located, and riders can use that to their benefit. For instance, at 24mph, the checks must be 4 tenths of a mile apart, so once you go past a "possible" there can't be another check for 4 more tenths, so you can ride as fast as you want for the next 3 tenths, then slow down before you get to the next possible and so on. If you are in wide open country and can see for a long way, you can conceivably get several minutes early by riding the possibles. This early cushion can help you if you run into a bottleneck, or if you need a little time off the bike to check something. The downside is that if the club is successful in really hiding a check (like in a gully that you can't see, or around a sharp turn that you didn't see), they will catch you early and it will cost you a lot of points.

You also are allowed two free miles before a gas stop. and three free miles after one. Frequently, the clubs will reset you through these free miles, but if they don't, you will not have to worry about any checks within those miles. The rules at TSCEC enduros require the clubs to give you 10 minutes free time at a gas stop to give you plenty of time to refuel, get something to drink, and clean your goggles. Remember the number that you put on your gas can? The club gas personnel will put your can out in order based on the last digit of that number.

So far, we haven't discussed enduro computers. It is my opinion that while you are learning, for the first few runs, you should rely on a route sheet, your odometer and a watch to help you learn the basics. Even after you start using a computer, you still should use a route sheet as a back-up, and a double check. The modern day computers are amazing in how much info they will give you, but you really need to understand the basic's to become a good timekeeper. Roll charts are generally available at sign-in that contains all the information that you need to stay on time. If you set your watch to key time (8:00 usually) when you leave the start line, your roll chart will show you exactly where you should be at anytime on the course.

One of the most common rookie mistakes that happens with a computer is that your mileage will get off slightly from the clubs official mileage, and your computer will show that you are on time, but you actually arrive at the check a few seconds early, and you get "burned" by a minute. What has happened is that your mileage has varied, and your computer doesn't know that. Remember that we said that the club was under very strict rules about where they can place a check? The checks have to be on even tenths and minutes, so if you approach a check, and your computer is showing that you are at 6.3 and you are right at the check, then the mileage must be 6.4, if you have been at a 24mph. average since the start. Your roll chart will show what the exact mileage must be, so you can determine the mileage from the check location. When you enter a check, the flip cards and the sign that shows the mileage and key time should be on your right. Locate them and double check your mileage with the check sign, reset your odometer if necessary, make sure they wrote the correct time on your card, then boogie. You have three miles before there can be another check so you can go as fast as you want. You may be in a test section, and if so, you will want to ride as fast as you can so as to lose as few points as possible.

If you start in the "C" class, your course will be around 50 + or - miles. DON'T let that scare you. You will only have to be riding really hard for maybe only half of that mileage, more or less, depending on speed averages, terrain, your ability, etc. You will really get your money's worth on your entry fee, because you do get to ride 50 miles, not just 6 laps, and then wait two hours to ride another 6 laps.

While you are starting in this sport, it is important to remember some "Enduro Etiquette". You should move over promptly for a faster rider. He (or she) is probably not in your class anyway, but if they are capable of going faster, you should let them go. You should also turn your score card in promptly; that really speeds up the scoring process. While in a check and getting your card marked, be as still as possible. Gunning your motor, twitching your handlebars, trying to shift gears, etc. make it hard for the check worker to mark your card, so hold as still as possible! Also, when you leave the check, be considerate of the workers, and don't "roost" them.

While an enduro may sound complex to the inexperienced, it offers much more than most other motorcycle events. An enduro takes not only riding ability, but also mental and emotional capacity. Some trails are really physically demanding, knowing if you are "on time" takes some thinking, and "burning" a check really gets you ticking. Keeping these three factors in control and finishing will really reward you at the end of the day. It has to; its the only way back to your vehicle! Some say that if you can load your own bike, it's been a good ride.

Hope this information helps you, and Welcome to the world of Enduro's.

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