Track racing in Ride Cave: Elimination, Scratch, and Points races
A complete guide to track racing formats in Ride Cave. Learn how Elimination, Scratch, and Points races work, plus how the optional XP reward system tracks your racing progress.
Real Track Racing, Indoors
Track cycling has some of the most exciting race formats in all of cycling. Elimination races keep you on edge every lap. Points races reward tactical savvy. Scratch races deliver pure, straightforward racing. Ride Cave brings all three formats to your indoor trainer.
These aren't simplified versions. They follow the same rules as real velodrome racing, with all the tactical depth that makes track racing compelling. Here's how each format works and how to race them effectively.
Elimination Races: Survive to the End
Elimination races—sometimes called the "Devil" or "Devil Take the Hindmost"—are exactly what they sound like. After every few laps, the last rider across the line is eliminated. The race continues until only one rider remains.
The format creates constant tension. You can never coast. Every elimination lap, someone goes home. It doesn't matter how strong you are if you're caught at the back at the wrong moment.
Ride Cave's elimination races typically eliminate one rider every two laps after a neutral warm-up period. When the announcer calls "Race on!", the eliminations begin. Cross the line last when an elimination is live, and you're out.
Elimination Tactics
The key to elimination racing is position management. You need to be aware of where you are in the field at all times, especially as elimination laps approach.
The front of the pack is safest but requires the most energy. The middle offers protection and efficiency. The back is dangerous—one small gap, one hesitation, and you're fighting for survival.
Smart riders surge just before elimination laps to move up, then recover in the slipstream. The worst mistake is getting caught in traffic at the back when it matters. Sometimes burning a match to move up is cheaper than the effort required to sprint for survival.
As the field shrinks, the race changes character. Early eliminations often catch distracted riders. Later eliminations become pure power battles with nowhere to hide.
Scratch Races: First Across the Line
Scratch races are the purest form of track racing. Everyone starts together. First across the line after the specified number of laps wins. No sprints to track, no eliminations to survive—just racing.
Don't let the simplicity fool you. Scratch races reward smart racing. Draft conservation, timing your efforts, and reading the race all matter. Going to the front too early just burns energy for others to exploit.
One wrinkle: riders who lap the field get classified ahead of those who don't. In longer scratch races, a successful breakaway can secure victory regardless of the final sprint.
Scratch Tactics
The draft is everything. Sitting in the wheels saves 20-30% of your energy compared to leading. This makes group dynamics critical—who's willing to work, who's sitting on, and when attacks might go.
In shorter races, expect a bunch sprint. Position yourself well in the final laps, avoid getting boxed in, and time your sprint. Starting too early gets you caught. Starting too late leaves you with too much ground to cover.
Longer scratch races open opportunities for breakaways. If you can get a gap and sustain it, the pack may never catch you. But failed breakaways cost energy you'll wish you had for the finish.
Watch the bell lap—when the leader starts the final lap, the intensity skyrockets. Be positioned before the bell, not scrambling when it rings.
Points Races: Score Throughout
Points races spread the action across the entire race. Every few laps, a sprint awards points to the top finishers. The winner is the rider with the most points at the end—not necessarily the first across the final line.
This format rewards consistency and tactical intelligence. You don't need to win every sprint, but you can't ignore them either. Picking your battles and accumulating points steadily often beats going all-out for every sprint.
The points structure follows real track racing: 5-3-2-1 for regular sprints, doubled for the final sprint (10-6-4-2). Gaining a lap on the field awards 20 bonus points—often the difference between winning and losing.
Points Tactics
Don't contest every sprint. If you're not in position for points, save your energy. Burning matches for fifth place pays nothing.
Watch the points standings as you race. If you're leading, you can afford to let others take minor sprints while you conserve. If you're behind, you need to attack where you can score.
The lap gain is the nuclear option. Twenty points for lapping the field can swing any race. But the effort required is massive. A failed lap attempt leaves you exhausted with nothing to show for it.
The final sprint matters most. Double points mean a rider who's been lurking can steal the win. Protect your position if you're ahead. Attack if you're behind.
The XP Reward System
For Cave Crew members, every race earns experience points. XP accumulates over time, giving you a concrete measure of your racing activity and success.
The XP formula considers three factors: field size, race duration, and your finishing position.
Field size sets the base. Racing against more riders means more competition, earning more base XP. A 10-person race offers more than a 4-person race.
Duration matters too. Longer races require more sustained effort, so they earn a duration multiplier. A 20-lap race earns more than a 5-lap sprint.
Finally, your finish position applies a multiplier. Winners earn double XP. Top 25% finishers get 1.5x. Top 50% get standard XP. Bottom half still earns, just at a reduced rate. Even a DNF earns something—showing up counts.
XP Example
Say you race a 10-person elimination on a 2km track for 20 laps. The base XP is 10 (from field size). Duration gives roughly a 4x multiplier for this 40km effort. If you win, that's 10 × 4 × 2 = 80 XP. Third place with the 1.5x multiplier earns 60 XP. Eighth place with the 0.5x multiplier still gets 20 XP.
The system rewards racing consistently. Ten mediocre finishes accumulate more XP than waiting for perfect conditions. It's designed to encourage showing up and competing, not just cherry-picking easy wins.
Ghost Riders and Field Dynamics
Solo training doesn't mean solo racing. Ghost Riders populate your races with AI-controlled competitors that behave like real racers. They draft, attack, respond to moves, and fight for position.
Ghost Riders aren't punching bags. They'll attack when you show weakness. They'll work together when it suits them. They'll sprint for eliminations and contest points sprints. Racing against them develops the tactical awareness you'd build in real group races.
Field size affects difficulty. More riders mean more variables, more chaos, and more opportunities. It also means better drafting opportunities if you position yourself well.
Choosing Your Race
Each format tests different abilities. Elimination races demand constant awareness and punish lapses in concentration. They're high-stress, high-reward events where anything can happen.
Scratch races favor power and tactical patience. They build to a crescendo, with the final laps determining everything. If you love the chess match of positioning and timing, scratch races deliver.
Points races spread the intensity across the entire event. They reward racers who can read the race, pick their moments, and stay consistent. If you prefer strategic depth over pure speed, points racing is your format.
Get Racing
Track racing in Ride Cave uses the same physics and rules as real velodrome racing. The drafting matters. The positions matter. The tactics matter.
Start with shorter races to learn the formats. Pay attention to how the AI racers behave and what works against them. Build your tactical sense alongside your physical fitness.
If you're a Cave Crew member, watch your XP accumulate as you race. It's a satisfying way to see your commitment add up over time.
Head to the Tracks section, pick a track and race format, set your field size, and race. Real track cycling, on your trainer, whenever you want it.
