HOW IT WORKS: RACE ROULETTE

Velox 1 is a team-based, winner-take-all track & field competition built on our signature Race Roulette format. Every split-second choice counts—read on to master the mechanics.

Mechanics at a Glance

Team Scoring

Teams earn—or lose—points based on each athlete's finish. Every placement matters in the overall competition.

One Event at a Time

Races are drawn at random and unveiled just before the starting gun. No advance preparation, pure adaptation.

Rapid Roster Moves

Teams must choose their runner on the fly, adapting instantly to each reveal. Split-second decisions determine success.

One-and-Done

Once an athlete races, they're ineligible for the rest of that competition. Strategic roster management is crucial.

Guaranteed Relay

Every round features a relay race—points that can swing a team's fate. The ultimate test of coordination.

Race Roulette Simulator

Try the Race Roulette yourself and see what teams might face in the next event. Every spin reveals a new challenge.

RACE CONTROL
VELOX-1.0
RACE ROULETTE

Quick Facts

Competition Format

32 teams vie in two rounds: pool play and the final. In Round 1, teams are split into four pools of eight; the top two from each pool advance. The final round pits those eight qualifiers against each other for the championship.

Team Roster Size

Each team fields 10–12 athletes in single-gender divisions. That roster size covers eight competitors in pool play or nine in the final—leaving 2–4 reserves for tactical substitutions.

Pool Play Round

The first stage: four pools of eight teams each compete in five Race Roulette events (one relay included). Five races require eight athletes per team—leaving 2–4 bench spots on a 10–12 roster for strategic depth. After all races, the two teams with the highest point totals in each pool advance to the final round.

Final Round

The championship stage: the eight teams advancing from pool play face six Race Roulette events (one relay included). Six races require nine athletes per team—leaving just 1–3 reserves on a 10–12 roster for critical last-minute strategy. The team with the highest total points at the end claims the title and prize pool.

Sudden-Death Tiebreaker

If teams finish tied on points, each must blind-pick one athlete—before knowing which event awaits. Once selections are locked, Race Roulette reveals a single event at random. The two chosen athletes go head-to-head, and the victor breaks the tie.

(LONG-TERM FORMAT; TRIAL EVENT DETAILS MAY DIFFER)

Race Lineup

The Sprinter

  • 100 Meters
  • 200 Meters
  • 300 Meters
  • 400 Meters

The Strider

  • 800 Meters
  • 1 Kilometer
  • 1.2 Kilometers
  • 1 Mile

The Squad

  • 4 x 100 Meter Relay
  • 4 x 400 Meter Relay
  • 100–100–200–400 Meter Relay
  • 200–200–400–800 Meter Relay

Points & Penalties

Every finish counts—teams earn (or lose) points based on each athlete's placing and any rule infractions. Here's the full breakdown:

Finishing Positions

1st +20
2nd +10
3rd +9
4th +8
5th +7
6th +6
7th +5
8th –5

Rule Infractions

False Start

–3 pts off finishing place

Lane Violation

–2 pts

Baton Exchange Error

–5 pts

Obstruction/Interference

–5 pts + official review