Overview

Rules

The rules of adventure racing vary by race. However, virtually all races include the three cardinal rules of racing:

  • no motorised travel;
  • no outside assistance except at designated transition areas (assistance from competing teams is generally permitted at all times); and
  • teams must carry all mandatory gear.

In addition, each race will have their own special rules. For example, Primal Quest includes penalties for un-sportsmanlike conduct, public protest or "displays of disgust" with race rules; failing to travel as a team; travelling within a Wilderness Boundary, destruction of property; damage to race equipment; testing positive for banned substance; missing race bib; administration of IV fluids other than by race medical staff.

Longer races may also involve skill tests. For example, Primal Quest 2004 required that each team member swim 50 metres in 3 minutes; tread water for 5 minutes in 50 degree water; perform a Double T Rescue in less than 5 minutes; pass a single boat rescue; and ascend a vertical 8-10 metre cliff with 3 knot transfers in 10 minutes.

Organisational Meeting

Typically races will feature an organisational meeting either the night before or the morning of the race. At this meeting the course will be revealed for the first time. For sprints, racers may follow a marked course. For longer races, racers may be given maps marked to show checkpoints ("CPs") or racers may be simply given coordinates (usually UTM coordinates) that indicate where the CPs will be found. Special rules, last minute changes and other information may also be provided at the meeting.

Checkpoints

Racers are required to locate a series of checkpoints or passport controls, usually in a defined order. At each CP, racers are required to have their passports stamped, either by a volunteer or by using a specialised punch left at the CP. The primary function of the checkpoints is to ensure that racers are completing the indicated course. Checkpoints also serve several important safety functions. CPs may be manned by medical personnel who can determine whether racers are fit to continue their race. Moreover, if teams become lost during the race, having numerous strategically placed CPs allow search parties to substantially reduce the search area.

Transition Areas

Most races include one or more transition areas that teams can visit to replenish supplies. Shorter races often feature a single transition area that teams may visit numerous times during the event. Teams will leave food, water, paddling and biking gear, fresh clothing and any other items they may need during the course of the race.

Longer races feature multiple transition areas. Team gear is transported either by a support crew (provided by the team) or by the racing staff.

Gear Check

Virtually all adventure races feature mandatory gear that must be carried during part or all of the race. Races will often include mandatory gear checks by race personnel and harsh penalties or disqualification may result if a team lacks requisite equipment.

Short Course

Adventure races attract individuals of greatly divergent abilities. To make the sport more inclusive, many race directors will "short course" racers; allow racers who miss mandatory time cut-offs to continue racing on a reduced-length course. These racers will often earn an official finish time but be "unranked" and not eligible for prizes. Some races provide the option for teams to skip certain CPs but incur a time penalty (which often must be "served" during the race).

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