You are putting on a national and not a local or regional event.  Riders will expect this event to be elevated in challenge from most of the regional events they have attended in AHRMA.  That said, this is not a modern trial and the distinctive difference between modern trial events and what you and AHRMA are offering should be top-most in your mind.  The guiding theme should be Fun, Rideable and Safe.

Basics of Trial Section Setup

Here are some tips from a collection of long-time and experienced trials masters and riders to help make your event run as smoothly as possible. The advice comes from years of seeing what seems to work best, and what does not.

  1. Be mindful of the loop length, both for overall time and for rider fatigue. The weather may play a big part in this decision as well (heat or cold). A 2 mile loop is plenty and should still allow you to stay within the 3 hour limit. Remember, your checkers will be out there close to 4 hours.
  2. Sections should number a minimum of 8, maximum of 10, with 3 loops.
  3. When finding a suitable location for a section, try laying out the Begin/End gates and the perimeter, then just work within what you’ve laid out. Exit should be as level as possible, not only for the riders but more so for the checkers as it’s very uncomfortable to stand on a slant for several hours.
  4. Whenever possible, have a good level place to park bikes so that riders can walk the sections, and a decent exit point so the riders can safely get their cards marked.
  5. Have good sightlines for one person to start riders into the section, observe their progress and mark their cards. Having long and complicated sections that by their design will require multiple observers could easily result in you having to abandon the section if you don’t have enough volunteers. Make it easy for one person to run each section, and if you get more volunteers than expected it just makes it easier for all.
  6. Try to avoid having a lot of split gates. With different lines having a bunch of different cards, the section will soon become a source of confusion for riders and checkers. The best sections have a natural flow, and the rider should not need a road map to know where to turn next.
  7. Whenever possible, pair inexperienced or first-time checkers with an experienced checker if numbers allow.
  8. Be sure loop arrows directing riders to the next section are visible from the end of each section, and try to have enough directional arrows so a rider will always have an arrow in sight.
  9. Use two Section Begins cards and two Section Ends cards to clearly mark where the section entrance and exit is, and make sure vegetation is cleared away from them.
  10. Always walk or ride each line to ensure markings are correct.
  11. Do a survey of all sections the morning before the trial begins to ensure no damage has been done to markers or ribbons (this includes ensuring all the directional loop arrows are all up).

The severity of the sections is always subjective and a judgment call of the Trialmaster.  That being said, try to have a balanced mix of easy, medium and challenging sections, and keep safety in mind; there should always be room for a dab.  You only need a couple of your sections to be difficult points-getters.  You don’t want everyone cleaning all the lines, but a lot of high-scores will discourage many riders from coming back.  Strive to have the top 5 from any class have a points spread of 10-15 points, and no one should be over 50 points unless they’ve had a mechanical failure.

Look for input from a few trusted riders who ride lines you do not, so that they can look over the sections, ride them and make sure they are rideable, safe and challenging.   It is surprising how many times a line that looks easy when walking it turns out to be just the opposite.  It is better to find problems beforehand than trying to deal with bad situations that could occur once the trial starts.

  1. Boundaries are marked with red on the right, blue on the left, and yellow may be used inside the section for class boundaries if needed. Section splits should be placed so as to be easily visible. Marking tape should be placed at such a height that catching it with handlebars or foot pegs does not occur. Perimeter marking tape is not strictly mandatory; if the outside boundaries offer no advantage, you may leave it open.
  2. The majority of AHRMA trials riders ride the 2 and 3 lines, and this is where most of your attention will be in laying out sections. One rule of thumb is to give the 3 line one difficult turn or other challenge per section, two for the 2 line riders.
  3. Expert and Masters lines: The Expert class (Premier and Classic bikes excluded) will ride the most difficult of the 2 lines and less difficult of the 1 lines. It is not necessary to plan out the Expert line, but simply survey all sections after they’ve been laid out, and designate the less difficult 1 lines and most difficult 2 lines to the Expert class. For each section, this Expert line will then be shown on the Section Begins Card as EX=1 or EX=2. Masters ride the 1 line exclusively and you may wish to increase the difficulty in those 1 lines that the Experts will not be riding, and that only the Masters will be, but it’s not mandatory to do so.
  4. The PI line: Like the Expert line as described above, the PI line will ride the easiest of the 2 lines and most challenging of the 3 lines in each section, and is identified on the Section Begins card at each section as PI=2 or PI= 3. It may well be that no 2 lines are suitable for the PI line, in which case it’s not necessary to identify the PI line at each section. If this is the case, make the announcement at the riders meeting that the PI line for all sections is the 3 line.
  5. AHRMA rules require a dedicated 4 (beginner) line. If not all section terrain can accommodate a 4 line riders, it can be skipped for that section. It is not mandatory that every section feature a 4 line if the terrain and conditions do not safely allow it. Typically a 4 line is very simple, with few, if any arrows. They don’t realize it, but a 4 line rider often gets much of their riding experience going between the sections.
  6. Tight turns should be of such a radius to be rideable without resorting to hopping or trick techniques.
  7. Section difficulty should be in the terrain, NOT squeezing between trees that are narrower than handlebar width, or having to negotiate severe or intimidating man-made objects. Avoid downhill sections where loss of control could result in injury (especially important for less skilled riders (3 and 4 lines). Make sure vegetation is cleared away from hazards in the section; let the rider, when walking the section, see what the section has to offer, and don’t try to “trick” the rider by leaving obstacles hidden.
  8. Remember Premier bikes have a small amount of clearance and are wider. These bikes often have an inability to loft the front end, so watch for rocks/logs, and narrow areas that could make the section unrideable for them.
  9. Don’t let a good pile of rocks or an area full of logs seduce you- a good trial section can be laid out on the most unassuming terrain.
  10. If at all possible, avoid 2-way traffic on the loop.

Other Helpful Hints about the Nuts and Bolts

The promoter should be willing to help you find checkers if you’re a trials master in an area where you don’t live.  Otherwise, you should have your own contacts that usually work best, since you are familiar with them and what their level of experience is.  A call to the AHRMA Regional Trial coordinator from the region in which the event is to take place could also be helpful in locating checkers.  The AHRMA National Trial Coordinator may also be able to help.

Try to have someone who worked on the sections and who understands them take the checkers to the sections and explain the lines to them before the trial begins.  This takes minimal time and will help the checkers clearly understand where the lines go, and could save scoring arguments and frustration later.

Provide the Observer’s Study sheet to all new checkers and anyone who feels they need a “refresher”.

Go to: Trials Checkers Sheet

Provide water and a few snacks, fruit to all checkers (dried fruit, granola-type bars, durable fruit such as oranges).

Try to have a bag of tools for section repair- stapler, tape, stake, hammer, etc. or have someone circulate through the sections during the trial to repair damage, and to see if the checker needs more water or a bathroom break.

If volunteer checkers show up late, or someone volunteers after the event has started, have them go to each section looking for any bottlenecks where there is only 1 checker.  They can mark the cards to speed things up until the bottleneck clears.  If you have no one to circulate for section repair, checker bathroom breaks, or distributing water, put those late-comers on these jobs.

You must inform the Off-Road Director what date you want the trials kit to arrive.  If it has not arrived by that date, you must check back with the OR Director to make sure it was shipped.

Your sign-up and scoring staff should be experienced with AHRMA trials and classes, or should have someone available who is to ask question of if needed.

Your sign-up/scoring table should be in an area that’s easily accessible with plenty of space for riders coming and going dropping off completed loop cards and collecting new ones.  Extra helpful hint: it’s useful to have a small box of binder clips sitting on the sign-up table for riders who do not have one.  These are perfect for securing loop cards to the rider’s number plate or brake/clutch cable.

Checkers Meeting – The checkers meeting is where you will confirm all checkers you have signed up are there and ready to work.  If you are using marking pens or punches to mark loop cards, make sure each checker has one. If you have repair kits, pass them out, as well as water and snacks.  Make sure all checkers know how to mark the loop cards, and what to do if they mark one incorrectly.  Confirm with each checker what section number they are assigned and that they know how to get to it.   Checkers should be told that the section should not be abandoned or pulled down until a sweep rider comes by to inform them the trial is over.  This would also be the time, unless it has been done prior to the meeting, to have someone go with checkers to review their sections with them. The meeting should take place near sign-up and with enough time for checkers to get their water and snacks, loop card marking implement, and walk to their section with at least 15 minutes to spare before the trial start time, more if section review is needed.

Basic things to cover at the rider’s meeting are:

  • A general description of where the loop goes, and how many sections there are.
  • Instruct riders to return their completed loop cards to the sign up table staff, where they will receive their new loop card.  Be sure everyone understands how many loops there are.
  • If there is 2 way traffic on any part of the loop, warn riders and describe where the area(s) are.
  • Remind the riders that the checkers are volunteers and are giving up their day to help them.  If they have a problem with how a section was scored, they should see the Trialsmaster after the event- RIDERS WILL NOT BERATE THE CHECKERS.
  • Remind riders that their loop card is their responsibility and they should take care not to lose them, and should be sure the staff gives them loop cards with their name on it.
  • Split up the ability levels so that the more experienced riders start the first loop on a section number that is 2 or 3 ahead of the others.  For example, start the 3, 4 and PI riders on section 1 and the 1 and 2 line riders on section 3.  This will give a chance for riders to spread out.  Stress that after all sections in the first loop are completed, everyone starts at section number 1 for the remaining loops.
  • Look at a watch and state the time by which all riders will need to pick up their final loop card, which is generally 3 hours after the trial start time.  Be sure they understand that after the stated cut-off time, staff will not be giving out any more loop cards.  It is the rider’s responsibility to manage their time as efficiently as possible.

Below is an example of a time schedule:

Sign up:  8:00-10:00
Checkers Meeting:  9:15
Riders Meeting:  10:00
Trial Start:  10:30

Your event can begin at any time of the day but try using the time-spacing given above.

Information about your event should include:  Directions, Gate Fee, Camping and Concession information, nearby Lodging, Schedule, Event Contact (phone number, email address), Property Address, Directions, GPS Coordinates, Website (if any), and any additional information you think would be helpful.  As soon as possible, send copies to AHRMA’s Off Road Director, National Trials Coordinator, and Communications Director.  This information will be printed in AHRMA’s magazine and on their website.  Use Social media to advertise your event; Historic Motorbike Racing Page and AHRMA Trials pages on Facebook.  The event flyer and information sheet should also be posted on the AHRMA regional website and Facebook pages.  A sample event information sheet is attached.

Awards can be handed out 30 minutes after the full results are posted.  Remember this is a national event, and people have traveled to participate.  Your awards should reflect this.   Be creative!  The proper AHRMA and National Trial sponsor logos for the awards can be found on the AHRMA website.

Example of 1 and 2 lines

Example of 1 and 2 lines; notice there are no red or blue outside boundary ribbons used. This is because there is no advantage to any option that would take a rider into the bordering woods, and in fact would cause greater difficulty.

Section Begins

“SECTION BEGINS” cards should be clear and legible. This example shows the markings for the expert (EX) and premier intermediate (PI) lines for this section on one of the entrance cards. Note also that there is only a left outside boundary ribbon (blue), but no red boundary ribbon on the right because the vegetation serves as a natural boundary.

Use of yellow ribbon

The yellow ribbon is used inside a section to prevent riders from taking an easier option that the trials master specifically does not want them to have. In this photo, the line proceeds to the left and the yellow ribbon is blocking the rider from taking the straighter and easier way through.